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1

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.

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Nowadays, Cloud Technologies are commonly used for a lot of large organizations to aid knowledge sharing.  This brings some benefits to the organization by reducing the cost of the charges, improve security, enhance content accessibility, improve efficiency etc. On the other hand, Small and Medium Enterprises (SMEs) tend to manage their information in more informal way by not using the specific language or terminology of KM. Moreover, Small and Medium enterprises do not trust the adoption of cloud-based techniques for managing information for many reasons that discussed later. This thesis tries to provide the benefits and drawbacks of cloud-based Knowledge Management techniques in Greek SMEs and also to find how knowledge processes are used in Greek SMEs according to cloud-based Knowledge Management techniques. Also, through this work I will come up with the benefits and drawbacks of applying cloud-based techniques for managing information-knowledge in SMEs. To accomplish this, I derived with a methodology that is based on qualitative approach. More specifically, I provide an exhaustive literature review and then I contacted with five SMEs in Greece to explore, using different techniques, if these SMEs can benefit from the cloud-based Knowledge Management techniques and how indent are for adopting cloud-based Knowledge Management techniques in their organization. I realized that three of the SMEs are using cloud-based techniques for Knowledge Management, where the two of them does not. To be more specific one of these two SMEs does not manage its knowledge at all. However, all of the five organizations showed a great interest to adopt cloud-based and information system technologies for Knowledge Management. At the end, this work comes up with the following important findings and insights, as well: Cloud-based Knowledge Management techniques can bring a lot of benefits in terms of cost savings and performance. However, this suits the right and efficiently use of cloud-based techniques. The lack of using efficiently cloud-based Knowledge Management techniques may lead to some drawbacks, such as reduction on the performance of the organization and reduction on the savings.   This thesis also discusses some points for future direction such as the analysis of a larger space of organizations, the investigation of quantitative analysis and also the combination of both (qualitative and quantitative).
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2

Gibson, Benjamin Ian. "Educational Games for Teaching Computer Science." Thesis, University of Canterbury. Computer Science and Software Engineering, 2013. http://hdl.handle.net/10092/9239.

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Much work has done on teaching Computer Science by having students program games, but little has been done on teaching Computer Science by having the students learn from playing educational games. The current work in this field does not seem to be particularly cohesive, so there is no clear idea of what has already been done, and what works. The focus of this thesis is to provide a clearer picture of the range of games available for teaching Computer Science, and to provide guidelines for designing and evaluating them. The first and primary part of the thesis was to find and provide detailed information on as many of the existing educational games that teach Computer Science as possible. An extensive search was performed, and 41 games were found. From these it can be seen that while a few topics, mainly binary and introductory programming concepts, have sufficient coverage, most topics in Computer Science have barely been touched. Of the games for teaching Computer Science that were found, most were available online, at no cost, and only required a short time investment to play. The second part of the thesis focuses on growing the number of games that could be used for teaching Computer Science. This is achieved by providing guidelines on producing new work, and an example game is produced to test the guidelines.
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Al, 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/.

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Technology has transformed many aspects of business and market activities. Internet is one of the most important technologies, which have created a global digital economy with new opportunities. One of the most noticeable changes of business is e-commerce. E-commerce enables business to sell products and services to consumers on global basis. A prominent role of electronic commerce is that it assists firms to compete, have access to new markets and extend the geographic reach of their operations. An adoption of appropriate technology can lead the company to greater business competency, improve its business performance, and ensure it retains its competitive advantages. Despite this awareness, many SME in the developing countries in the Middle East have yet to fully embrace this adoption of ecommerce in the running of their business. The problem in this research is to identify and bring together in one framework the appropriate issues, variables, components and concepts that need to be addressed to encourage, motivate and enable SME's in Middle Eastern countries to adopt electronic commerce technology in the running of their businesses. The existing innovation adoption models are inadequate in appropriately explaining which factors are involved in the adoption decision, and are particularly insufficient with respect to small and medium sized enterprises (SMEs) and further, less research is available in the context of Middle Eastern countries. The aim of this study is to develop a comprehensive research framework called Electronic Commerce Technology Acceptance (ECTA) framework, which can be utilised for discovering the factors affecting the adoption of e-commerce innovation and to apply this framework for empirically testing the adoption of e-commerce application by SMEs in Middle Eastern Countries. The ECTA framework contains fourteen potential determinant factors covering four phases: social stimulus, cognitive response, affective response, and behavioural response. This empirical study was conducted through survey research and the sample was drawn by means of systematic sampling technique. The empirical data were collected by using self-administrated questionnaires and semi-structured interviews. The data analysis was based on 400 Jordanian SMEs; also data analysis was based on multivariate statistical techniques encompassing multiple linear regression, simple linear regression, one-way ANOVA, and stepwise regression. Miles and Huberman approach and Leximancer software were used for the qualitative data analysis. The findings of the study reveal significant insight into understanding the adoption of electronic commerce by SMEs.This research has developed, presented and evaluated the ECTA framework. This framework has been shown to be very viable and useful. The framework can he used as a tool to enable Technology innovation and adoption scholars to encourage and advising SMEs to adopt appropriate ecommerce technology to improve their business performance. Suggestions are made to improve the framework with future work to apply this framework in more SMEs. A strategy is suggested for policy makers to make use of these findings to improve the adoption of ecommerce in Jordon. The findings from this research show that the ECTA framework is beneficial to both governmental and private sectors who intend to accelerate the adoption rate of electronic commerce implementations and their relevant components among SMEs in Jordan.
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Mellor, Robert Brooke. "Innovation nuclei in SMEs involved in Internet B2C e-commerce." Thesis, Kingston University, 2006. http://eprints.kingston.ac.uk/20297/.

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The research carried out aimed to illuminate how innovation arises and spreads within an SME internal environment. SMEs are an area where innovations can be readily identified and the company size makes tracking the spread of innovations possible. B2C e-commerce was chosen because the sector is smaller and thus more manageable than B2B. The period chosen (1997-2003) was a period where companies, especially SMEs, had to deal simultaneously with technological change, market change and organizational change and this called for a good deal of innovation and innovation management. Since IT is used to enable both business and marketing innovations it provides a good thematic link between the areas of innovation and Internet marketing. Thus innovations, especially in Internet marketing and advertising, were analysed further and compared to popular predictions. An empirical analysis of nineteen innovations from SME case companies in several EU nations revealed the importance of a hitherto underrated type of innovation similar to inspiration and here called 'Diversity Innovation'. It is postulated that it is 'Diversity Innovation' which is the major driving force in SMEs, because SMEs are typically cut off from invention innovation. Furthermore - by using simple algebra - it was seen that it is the transaction costs associated with communication that are the limiting factor for 'Diversity Innovation'. The logical consequence of this is that the major management challenge for growing SMEs occurs around size 50 employees. This is in stark contrast to conventional nomenclature, which ignores this important division and lumps all 10-99 employee companies together as 'small enterprises'. The analyses also showed innovation nuclei - the persons around whom the innovations crystallized - to be individuals with multiple specialist backgrounds. This is interpreted as again pointing towards the importance of transaction costs for communication between specialists, because transaction costs are lower when the individual is multiply specialized. Trans-nationals (trans-migrants, 'foreigners', here called CED's; people ,culturally and/or ethnically dífferent from the people in the SME's home nation) were especially prominent amongst innovation nuclei and it {s speculated that this group had been exposed to especially high retraining pressures. CED's in small companies active in immature markets experienced little difficulty in gaining acceptance for their innovations. Conversely, CEO's in companies within mature markets experienced great difficulty in spreading innovations within their environment, and the most likely explanation is because of the large distance (the 'Innovation Gap') between the CEO involved and the leadershlp/consensus group, as defined by Adaption-Innovation theory. Indeed, 'in mature markets, initial innovations by CEO's provoked a Trickle Down effect, this rebound often taking the form of disenfranchisement of the CED involved, who saw their ideas transformed into a consensus group concept, from which they were excluded, resulting in de-motivation and the consequent restriction in the generation and spread of innovation in the corporate environment. Whilst qualitative and semi-quantitative techniques were used in research into innovation, research into Internet Marketing were analysed by quantitative techniques and showed that many generally assumed popular concepts are misleading. Results at variance with accepted wisdom included: • Market transparency on the Internet is quite restricted and open to manipulation by suppliers. • There was no evidence that URL submissions to web search engines will improve sales. • There was no evidence that communication between the company and those clients requesting information, improved sales. • There was no evidence that 'chat' or other peer-to-peer web facilities improved sales. • Returning customers are few and it is their satisfaction with the product, not with the web site, that determined if they return. • A very high background rate of random hits, as opposed to customers, makes analysing web statistics a fruitless task. Conversely sales statistics can be used to prioritise which products are given good web coverage. • Bulk e-mailing of offers may be a less successful method for achieving sales than a web site is. • On-line payment is not a great advantage because third-party payment gateways and even the company bank, mostly fail to support the small merchant. • Intemiedlatlon amongst SME partners lacks adequate support, but dis- and re-intermediation is not rapid. 1997-2003 was a time when Internet knowledge was scarce and popular predictions from this period were chillingly wrong for SMEs. Those companies where such knowledge was part of their core competencies - and thus may have relied less on popular predictions - succeeded most, but overstepping core competencies, or where the leadership/consensus group kept them rigidly partitioned from the necessary technical knowledge, resulted in potentially serious negative consequences. To avoid this it is suggested that SME management should include a two-way 'innovation pipeline' for companies with around 120 employees or more.
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5

Behnke, Kara Alexandra. "Gamification in Introductory Computer Science." Thesis, University of Colorado at Boulder, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3743653.

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This 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.

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6

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/.

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Recent technological advances have resulted in increasingly larger databases. The fast and efficient useful analysis and interpretation of this data to improve business intelligence is critical to the success of all organisations. This thesis presents a new framework that utilises a new multilayer mining theory and is based on business intelligence methods, data mining techniques, online analytical processing (OLAP) and online transactional processing (OLTP). Existing decision making modelling approaches for executive information systems have three main shortcomings and limitations to different degrees: a) problems in accessing new types and new structures of data sources; b) failing to provide organizational insight and panorama; and c) generating excessive amount of trivial information. The hypothesis of this research is that a new proactive Multidimensional Multilayer Mining Management Model (5M) framework which is proposed in this thesis will overcome the shortcomings listed above. The 5M framework is made up of 6 components: (a) multilayer mining structures; (b) measurable objectives conversion models; (c) operational transaction databases; d) object-model data marts; (e) data cubes and (f) core analysis engine which analyse the multidimensional cubes, multilayer mining structures and the enterprise key performance indicators. The 5M framework was evaluated by developing an implementation of an instance of the framework called the Ebusiness Analytical Framework (EBAF). The 5M framework and the subsequent EBAF framework were built by carrying out action research and a case study in an ebusiness company where it was subject to implementation, reflection, adaptation and improvement in order to fulfil the requirements of the hypothesis and that of a real business. EBAF implemented all 6 components of the 5M framework using the Visual Studio environment and using various algorithms, tools and programming languages. The programming languages used included MDX, DMX, SQL, VB.Net and C#. Further empirical case studies can be carried out to evaluate the effectiveness and efficiency of the 5M framework.
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Li, 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.

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Dissertation (MCIS - Computer and Information Sciences) -- AUT University, 2009.
Includes bibliographical references. Also held in print ( ix,139 leaves : ill., charts. ; 30 cm.) in the Archive at the City Campus (T 371.33 LI)
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8

Shu, Chang. "Location based Educational mobile application design and implementation." Kent State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=kent1492704740266491.

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Xu, Han. "Location Based Educational Web System Design and Implementation." Kent State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=kent1492710083528591.

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10

Jacknis, Michael L. 1975. "Introductory educational laboratory experience for computer engineering undergraduates." Thesis, Massachusetts Institute of Technology, 1999. http://hdl.handle.net/1721.1/80643.

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Thesis (M.Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, June 2001.
Includes bibliographical references (leaf 68).
by Michael L. Jacknis.
M.Eng.
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11

Che, Pee Naim. "Computer games use in an educational system." Thesis, University of Nottingham, 2011. http://eprints.nottingham.ac.uk/12297/.

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Teaching a subject which involves a long process and inter-related problems can sometimes be difficult through conventional classroom activities. This is particularly difficult at the UK Key Stage 3 (13-14 years) where students are only beginning to understand the processes of reason. Often what the teacher would like to encourage is group discussion but for many reasons, young students may be reluctant to put forward ideas in a conventional classroom setting. An area where this becomes less of a problem is once they get involved in playing a game together. In addition to this certain subjects are difficult to teach because they involve complex interactions that are largely outside the general knowledge of young students. An example of this is the issue of human contributions to climate change. The subject is one of recent heated debate, much of which involves complex arguments on the relationship between the natural contribution to climate variation and those produced by human beings. In the work reported here a computer game has been developed which tries to incorporate the various processes involved in a realistic way. In principle this game can be used individually. However, it also provides the opportunity for generating group discussion and reasoning processes. The game which has been developed uses a non-player character which is controlled by the teacher. The game is played in a networked environment with a number of teams of two players each trying to provide solutions to a complex climate issue. The non player character is able to monitor the performance of the different teams and provide feedback that will be of a more realistic/less predictable nature. This thesis addresses the design and the implementation of the game as a tool for teaching and learning purposes for learning about the human contribution to climate change. Three experiments have been done using this computer game to investigate the effectiveness of game-based learning towards tackling these issues. The first two studies were carried out in the UK while the third study was carried out in Malaysia to investigate educational cultural background. The initial study involved two groups of Key Stage 3 children in a Geography class. The study was undertaken in the normal teaching sequence. The children were divided into pairs during game-play and each session lasted about one hour. The behaviour of the whole group and individual teams was monitored throughout the game-play. Analysis of this shows that the game not only allowed the students to investigate the science but also to communicate with each other during the process. Overall, it is felt that by introducing an environment with which they were sufficiently familiar (playing a game together) the normal inhibitions to communication were removed. The control based experiment reinforced these findings.
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Mohamed, 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.

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Includes abstract.
The 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.
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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.

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Includes bibliographical references (leaves [116]-119).
Universities 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.
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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.

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Moritz, 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.

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The increase in accidents, involving emergency vehicles, the last few years has led to a new approach regarding the drivers’ training. The idea is to find new tools and methodologies to complement the training of emergency drivers. Therefore, an application, that is supposed to give emergency drivers the opportunity to improve their understanding and risk awareness, has been requested. This projects goal has been to develop a working prototype of such an application, user-test it and acquire knowledge on learning to further enhance the prototype into a finished product. The results come in the form of a design document, which addresses what kind of support is needed for the application to fill its purpose.
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Gaffney, Bradley R. "Cooperative learning in educational gaming." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85420.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2013.
Cataloged 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.
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17

Dancy, Isaac. "Educational hardware for feedback systems." Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/33128.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2004.
Includes 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.
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18

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.

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Recent research on girls in science education in Australian primary schools indicates a participation rate lower than that of boys. This inequality could lead subsequently to reduced opportunities for girls entering the workforce in their adult years. Many studies have attempted to reveal why this situation has arisen and a variety of strategies for increasing girls' participation has been suggested. A relatively new strategy that does not appear frequently in the research literature is the use of educational computer game software. An important question arises: does the game software used in primary school science education reflect design attributes favoured by boys and, if so, do these attributes actively discourage girls' participation by making them feel uncomfortable or stressed? My case study was designed to identify design features of computer games that girls prefer so that these features can be included in educational computer game software designed for science education, as well as the other Key Learning Areas. Through interviews, surveys and observations my interpretive study obtained the opinions and views of over 200 children in two suburban Australian primary schools in which I work as a teacher-librarian. In this role I purchase educational computer games and organize special classes for students to play them. From my analysis of the data I make recommendations that reflect girls' preferred design attributes for educational computer games. I also generate a checklist of criteria from my interpretations that may result in the purchase of software that could not only enhance girls' participation and success in primary school science, the curriculum area of greatest personal interest to me, but also in other Key Learning Areas of primary education.\
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19

Frazer, Alex. "Towards better gameplay in educational computer games." Thesis, University of Southampton, 2010. https://eprints.soton.ac.uk/172421/.

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There is currently a notable amount of research suggesting that educators should use computer games as part of their teaching. Most of this research suggests why games should be used choosing very specific example games, or making broad sweeping statements about gaming as a whole. But very little of the research explains how these games should be used. What features should be present in the game? Do these features change depending on a given learning outcome? Do they change depending on the type of game? This thesis begins by compiling a prospective set of required features for an educational game, taken from literature on Learning Environments, as well as the requirements of different learning styles. This requirement set is cross-referenced with an overview of some typical, commercially available games, to show that such games are capable of meeting these requirements. This preliminary list is used in two investigations: the first explores how well the chosen features are offered by a series of current educational mini-games; the second shows how different requirements are offered by different commercially-available computer game genres. The results of these investigations are used to refine the list, before carrying out a user survey to identify the important features offered by different game genres, and to determine whether game quality improves as more of the features are met. The survey results show that some key requirements separate the genres significantly, while others were consistent across all genres. In addition, there is a positive correlation between each feature offered, and the overall user enjoyment of the game. The thesis concludes with a proposed framework of game genres and features, to assist in the design and selection of games for a given educational scenario, as well as some suggestions for future work.
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Arvidsson, 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.

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Electronic 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.

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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.

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Thesis (M.Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2001.
Includes bibliographical references (leaves 68-69).
by Wesley S. Chao.
M.Eng.
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22

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.

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Children with intellectual disabilities often struggle with reading, and traditional ways of learning can be frustrating and difficult. This thesis investigates the ability to adapt gaming as a more creative and engaging way for these children to practice sentence structure and reading comprehension. The result is a prototype that makes use of reading scenes mixed with interactive scenes where the user gets to build sentences through different game mechanics such as drag & drop, marking of words and point & click. Depending on what sentence is built, the story changes. The overall evaluation feedback of this prototype is positive and that it has potential but would require further work since reading is a complex activity and the reading levels of children with special needs are very individual.
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Vargas, David Anthony. "Multiplayer collaboration in educational virtual reality games." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119701.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2018.
This 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.
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24

Lipscomb, Skyler A. "Creating AlphaBoodle: A Children's Educational iOS Application." Scholarship @ Claremont, 2013. http://scholarship.claremont.edu/scripps_theses/172.

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As smart devices become more prevalent, children have increasing access to them - and at younger ages than ever before. This presents the opportunity to harness this time they spend on the devices by creating educational applications that can both entertain and teach. Our goal was to create an application that would introduce young children to the alphabet and begin to teach them how to write letters. The result, AlphaBoodle, is an iOS application aimed at children ages two through four who have not yet begun to read. It was designed using general iOS application principles, educational research about how children use technology, and methods that teachers utilize to introduce children to the alphabet. The current version of AlphaBoodle is a proof-of- concept of the feasibility of such a project; testing has shown that it appears to be a worthwhile endeavor. In the future we hope to complete the application and release it to the public.
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25

Sun, 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.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, September 2013.
Cataloged 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.
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26

Johnson, Caitlin R. "A user study of an educational video system." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/66428.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2011.
Cataloged 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.
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27

Umapathy, Vijay. "An adaptive user interface for open educational content." Thesis, Massachusetts Institute of Technology, 2011. http://hdl.handle.net/1721.1/66706.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2011.
This 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.
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28

Pratusevich, Michele. "EdVidParse : detecting people and content in educational videos." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/100647.

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Thesis: M. Eng. in Computer Science and Engineering, Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2015.
This 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
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29

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.

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Thesis (S.B. and M.Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1999.
Includes bibliographical references (leaves 56-58).
by Aaron T.T. Boyd
S.B.and M.Eng.
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30

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.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science; and, Thesis (B.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1998.
Includes bibliographical references (p. 96-98).
by Brandon W. Porter.
B.S.
M.Eng.
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31

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.

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Thesis (M.Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2000.
Includes bibliographical references (p. 106-108).
by Joshua E. Glazer.
M.Eng.
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32

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.

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This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Thesis: 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
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33

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.

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This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Thesis: 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
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34

Ryu, Mike Dongyub. "Improving Introductory Computer Science Education with DRaCO." DigitalCommons@CalPoly, 2018. https://digitalcommons.calpoly.edu/theses/1943.

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Today, many introductory computer science courses rely heavily on a specific programming language to convey fundamental programming concepts. For beginning students, the cognitive capacity required to operate with the syntactic forms of this language may overwhelm their ability to formulate a solution to a program. We recognize that the introductory computer science courses can be more effective if they convey fundamental concepts without requiring the students to focus on the syntax of a programming language. To achieve this, we propose a new teaching method based on the Design Recipe and Code Outlining (DRaCO) processes. Our new pedagogy capitalizes on the algorithmic intuitions of novice students and provides a tool for students to externalize their intuitions using techniques they are already familiar with, rather than with the syntax of a specific programming language. We validate the effectiveness of our new pedagogy by integrating it into an existing CS1 course at California Polytechnic State University, San Luis Obispo. We find that the our newly proposed pedagogy shows strong potential to improve students’ ability to program.
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35

Romeo, 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.

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36

Ritzenthaler, Mark D. "Integrating Technology into Classroom Instruction." Ashland University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=ashland1245087949.

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37

Ng, 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.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2009.
Cataloged 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.
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38

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.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2016.
This 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.
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39

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.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2013.
Cataloged 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.
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40

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.

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Thesis (Ed.D.)--Teachers College, Columbia University, 1994.
Includes tables and appendices. Typescript; issued also on microfilm. Sponsor: Bruce R. Vogeli. Dissertation Committee: J. Philip Smith. Includes bibliographical references (leaves 110-116).
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41

Jamonnak, Suphanut. "LITTLE BOTANY: A MOBILE EDUCATIONAL GAME FOR GARDENING." University of Akron / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=akron1479080799053076.

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42

Cheung, 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.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, February 2004.
Includes 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.
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43

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.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2016.
This 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.
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44

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.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1994.
Includes bibliographical references (leaves 129-130).
by Christopher A. Horton.
M.Eng.
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45

Zakaria, Mohamed Ramzy. "The hybrid model, and adaptive educational hypermedia frameworks." Thesis, University of Nottingham, 2004. http://eprints.nottingham.ac.uk/14247/.

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The amount of information on the web is characterised by being enormous, as is the number of users with different goals and interests. User models have been utilized by adaptive hypermedia systems generally and adaptive educational hypermedia systems (AEHS) particularly to personalize the amount of information they have with respect to each individual's knowledge, background and goals. As a result of the research described herein, a user model called the Hybrid Model has been developed. This model is both generic and abstract, and it extends other models used by AEHS by measuring users' knowledge levels with respect to different knowledge domains simultaneously by utilising well known techniques in the world of user modelling, specifically the Overlay model (which has been modified) and the Stereotype model. Therefore, using the Hybrid Model, AEHS will not be restricted to a single knowledge domain at anyone time. Thus, by implementing the Hybrid model, those systems can manage users' knowledge globally with respect to the deployed knowledge domains. The model has been implemented experimentally in an educational hypermedia system called WHURLE (Web-based Hierarchal Universal Reactive Learning Environment) to verify its aim - managing users' knowledge globally. Moreover, this implementation has been tested successfully through a user trial as an adaptive revision guide for a Biological Anthropology Course. Furthermore, the infrastructure of the WHURLE system has been modified to embrace the objective of the Hybrid Model. This has led to a novel design that provides the system with the capability of utilising different user models easily without affecting any of its component modules.
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46

Johansson, 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.

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The 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.

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47

Watkins, Mark N. "Technology and the history-social science framework." CSUSB ScholarWorks, 1992. https://scholarworks.lib.csusb.edu/etd-project/1055.

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48

Bogojevski, 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.

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Web-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.

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49

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.

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The Advising Module: Graduate Application System is a Web-based application system that provides quality advice on coursework for prospective as well as continuing graduate students. It also serves as an improved tracking system for the graduate coordinator. Authorized parties may obtain access to status evaluations, master's options, and permitted course waivers, course listings, personal data, various advisement forms, application usage statistics, and automatic data updating process reports.
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50

Kelley, 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.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2018.
This 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.
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