Dissertations / Theses on the topic 'Online learning environment design'

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1

Pralle, Mandi Jo. "Visual design in the online learning environment." [Ames, Iowa : Iowa State University], 2007.

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2

Chen, Yali. "Students’ Mobile Technology Self-Efficacy and Use Intention in Online Learning Environment." ScholarWorks, 2019. https://scholarworks.waldenu.edu/dissertations/7617.

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The advance of technology has offered people new channels to learn. Online learning and mobile technology have become popular, as they provide convenience and alternative educational options. However, there is limited literature focusing on the influence of students’ perceptions on their intention to adopt mobile technology in the online learning context. There also are inconsistent research results regarding how self-efficacy and other associated beliefs relate to behavior intention. The purpose of this study was to explore the relationships between 6 variables, including students’ age, years of experience, perceived usefulness, perceived ease of use, self-efficacy, attitude toward mobile technology, and intention to use mobile technology for learning purposes. The research question was to what extent, these 6 constructs predict use intention. The theoretical framework for this study included Bandura’s self-efficacy theory and Davis’s technology acceptance model. This study employed a quantitative survey design, with the use of a well validated instrument. The data were from a sample of 97 participants from SurveyMonkey Audience. Multiple regression was the main data analysis method. Results showed that the 6 variables were able to predict use intention. Approximately 67.3% of the variance was explained by the 6 variables. Perceived usefulness, self-efficacy, and attitude had a strong correlation with use intention, and their combination presented the best prediction model. Findings of this study helped to generalize Davis’ model to mobile learning environments, thus informing educators, practitioners, and students in the online education field. The study informs practice by directing meaningful integration of mobile technology into online learning environments.
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3

Henry, Kirk. "Students' Perceptions of Collaboration Tools in a Higher Education Online Collaborative Learning Environment." Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3544.

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Higher education funding and student behavior has been changing rapidly (Dervarics,2008). Because of this, there has been an increased focus on the use of alternative tools for course delivery. One of the emerging areas of focus has been an increased interest in the use of communication and information technologies (Curtis & Lawson, 2001). Currently, there are a wide variety of flexible delivery methods that have been used as well as their associated tools. Naturally, questions have been raised about the efficacy of these tools on the quality of student-student, student-teacher, and student-content interaction (Curtis & Lawson, 2001). Interaction and Collaboration may be versatile tools within the online learning environment, but the main concern for instructional designers and instructors is improving student outcomes within the online learning environment. Unfortunately, there isn't much research to guide instructors and developers as to which online collaboration tools promote transformative pedagogy, and research appears non-existent indicating the preferences of students and faculty regarding specific online collaboration tools. A host of interactive events are possible within an online learning environment. Some are viewed as essential and others may assume a more supplemental role. Participants reported that they preferred to interact with other students and their instructor using the discussion board within the online learning environment. Additionally, the participants believe that their interaction with the text was of less importance than their interaction with the instructor. Learners indicated that the discussion board was valued over all other collaboration tools available within the course. However, it is certainly possible that in other learning environments such findings may differ. Further study is needed to determine whether the initial insights of participants reflect reasonable trends in interaction or merely an isolated instance. This study was conducted using a mixed methods research approach. Mixed methods research allows the inclusion of issues and strategies that surround methods of data collection, methods of research, and related philosophical issues (Johnson, Onwuegbuzie & Turner, 2007). When qualitative and quantitative datasets are mixed, the datasets often provide richer insights into the phenomenon than if either qualitative or quantitative datasets alone were used. Additionally, using a mixed methods approach provides strengths that offset the weaknesses inherent in each sole approach (Creswell & Plano Clark, 2007; Jick, 1979). Rather than limiting the study to a single ideology, the research was able to utilize all possible methods to explore a research problem. The results of this study provide guidelines for instructional designers developing instructional strategies for online environments. The importance of well-designed instruction was reinforced by this study. The components of "well-designed instruction" can span beyond stimulus-response or drill and practice activities to include a wide range of dynamic interactions using a wide range of increasingly specific tools. Such diverse interactions using the correct tools collectively comprise a dynamic learning environment encompassing one or more learning communities that can expand well beyond the restrictions of any single course selection, thereby connecting learners in unique ways.
Ph.D.
Department of Educational Research, Technology and Leadership
Education
Education PhD
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4

Bradley, Teri A. "Middle School Students' Experiences in an Online Problem-Based Learning Environment." ScholarWorks, 2018. https://scholarworks.waldenu.edu/dissertations/6175.

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The purpose of implementing educational reform is to improve the academic achievement and social skills of graduating students, but evaluating the benefits of a particular instructional method or curriculum design can be complicated. In an online and problem-based learning environment that allows students to choose content and assessment projects and self-pace, the motivation of students to learn and their engagement in the learning process significantly influences the success of the program. This generic qualitative study focused on the experiences of middle school students participating in an online and problem-based educational setting. The study included interview data and self-evaluation questionnaires about students' levels of motivation and engagement. Vygotsky's zone of proximal development (ZPD), Bandura's theory of self-efficacy, Dewey's experiential learning theory and other motivational theories provided the conceptual framework for this qualitative study of personalizing learning in constructivist environments. The data were analyzed through inductive thematic analysis with constant comparison. The findings highlighted the student perspective and identified factors that influenced students' buy-in to this type of personalized education. The results from this study may be used to help teachers plan and design curriculum and instructional strategies that encourage student motivation to learn and engagement in the learning process. Students who are motivated to learn and engaged in the learning process are more likely to graduate from school with the knowledge and skills required to enter the workforce and become productive knowledge workers in a knowledge economy.
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5

Winegarden, Claudia Rebola. "Visualizing Communication Structures of Nonverbal Information for Online Learning Environments." NCSU, 2005. http://www.lib.ncsu.edu/theses/available/etd-12012005-172840/.

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This doctoral level study aims to advance research in the visualization of Spontaneous Interactive Gestures produced by students in online learning environments, and how they can best be used as interfaces in compute-mediated communications. Visual channels, both gestural and graphical (Visual Co-Activations), will be evaluated in the performance of demonstrating participation and facilitating feedback (interaction) for online synchronous communication, more specifically multi-videoconferencing. The goal is to give a more naturalistic, integrative and interactive means of synchronous computer-mediated communication for use in future applications of distance education, based on the role of Visual Co-Activations of Spontaneous Interactive Gestures with the use of vision-based interfaces. A multidisciplinary approach within design, social and computer sciences is used in order to widen implications of the importance of design research for education and human development within computer technologies. This study employs multiple data collection procedures, a two-phase developmental design, in which qualitative and quantitative methods are employed sequentially to understand and determine the role of gestures in distance education application methods. Data suggests that joining both gestural and graphical nonverbal information is better visualized in group communication at a distance, but also demonstrates participation and facilitates interaction in online learning environments.
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6

Fernandez, Reinaldo. "A Cognitive Apprenticeship Approach for Teaching Abstract and Complex Skills in an Online Learning Environment." NSUWorks, 2014. http://nsuworks.nova.edu/gscis_etd/2.

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Undergraduate courses such as mathematics, science, and computer programming require high levels of decision making, concentration, and cognitive demand. Researchers in the field of instructional design are interested in effective instructional strategies that can aid practitioners in teaching such abstract and complex skills. One example of an instructional strategy that has proven effective in teaching these skills is cognitive apprenticeship (CA). While CA has been applied to courses such as mathematics and computer programming in face-to-face and blended learning environments, there is little evidence of the advantages of applying CA in a fully online computer programming course. Specifically, the introductory programming course, CS1, is the first contact that undergraduate computer science students have with their chosen major. Historically, drop-out rates for CS1 have been high and thus strategies for effective teaching of this course have served as an important topic in the research literature. The goal was to design and validate internally an online CS1 course that incorporates CA strategies. A two-phase design and development research method was used to guide the construction and internal validation of a fully online CS1 course. Phase one resulted in the design and development of the course guide. An expert-review process using the Delphi technique was implemented in phase two to validate the design with regard to its effectiveness, efficiency, and appeal. Three rounds of review by the panel resulted in consensus. Results from the expert-review confirmed the application of CA as an effective, efficient, and appealing instructional strategy to use when designing an online CS1 course. Future research should focus on external validation of the design by implementing the course to evaluate its effectiveness, efficiency, and appeal among stakeholders. In addition, it is hoped that the course guide can be used to help practitioners design and implement a fully online CS1 course that uses CA strategies.
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Kavun, Natalia. "Undergraduate Students’ Experiences of Online Learning Environments." Ohio University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1627938399767033.

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Kavun, Natalia. "Undergraduate Students’ Experiences of Online Learning Environments." Ohio University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1627938399767033.

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9

Reeder, Elaine M. "Student Perceptions and Sense of Self-efficacy Regarding Interface Design and Consistency in an Online Learning Environment." Thesis, University of North Texas, 2018. https://digital.library.unt.edu/ark:/67531/metadc1404572/.

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The purpose of this exploratory study was to investigate student perceptions of the design and consistency of the online learning environment in relation to motivation, satisfaction, and self-efficacy. Through surveys, think-aloud observation sessions, and reflection interviews, data were collected concerning student perspectives of design and consistency in the online learning environment. SPSS was used to process the survey data and a multi-step process was used to code the observations and interviews. Nine categories emerged from the analysis: (1) frustration; (2) excitement; (3) feeling of being lost; (4) confusion; (5) disgust; (6) positivity; (7); anxiety; (8) understanding; (9) action. The findings are discussed and recommendations for future research are provided to inform future development of online courses.
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10

Akman, Evrim. "Student Perceptions On Learning By Design Method In Web-based Learning Environment: A Case Study." Master's thesis, METU, 2010. http://etd.lib.metu.edu.tr/upload/3/12611781/index.pdf.

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The purpose of this study was to investigate the perceptions of students in an implementation of &ldquo
Learning by Design&rdquo
method through a web based learning environment. The information gathered from the students enrolled in the undergraduate course
&ldquo
Foundations of Distance Education&rdquo
in 2009 Summer School and 2009-2010 Fall Semesters was evaluated. The course was given in blended form, i.e. face to face lessons and online instructional activities were performed together. In the web based part of the course, several educational modules of an open source learning management system (LMS), such as quizzes, forums, lesson pages, wiki pages, mail interface etc. were used. The students were responsible for implementing an educational course site on the LMS platform, using the course curriculum applications. Within the scope of this thesis, the perceptions of the students about course-related projects, and online and classroom activities were investigated through interviews and questionnaires. The academic development of students was also considered in the study. Additionally, several informal interviews were also done with the instructor of the course in order to investigate his perceptions about the conduct of the course. Questionnaire results have been analyzed quantitatively and face to face interview results have been analyzed qualitatively. Both quantitative and qualitative data indicated that the students&rsquo
perceptions about how the course was conducted and the learning by design activities were generally positive. Especially the project work, which was assigned as a requisite of the learning by design method, was pointed out as a positive factor in students'
learning of the subject matter both in the questionnaires and in the face to face interviews. Another important finding of the interview and questionnaire results was that the communication between the instructor and the students contributed positively to not only learning the course content but the quality of the projects as well. As an outcome of this study, many important factors, which lead to successful results in implementation of learning by design method in a web based environment, have been identified. These results are presented in detail in the '
Discussion and Recommendations'
section.
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11

Han, Rui, and 韓銳. "Considering pedagogy in the design and development of online learning environment features : the case of participation glossary." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2014. http://hdl.handle.net/10722/206570.

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This dissertation reports an eight-month case study of design, development and evaluation of a collaborative glossary plugin in an online learning environment (OLE) for a university postgraduate course. The research aims to identify the jobs of different roles during this pedagogical-integrated development by a qualitative analysis on the development documents and communications, and then find methods to evaluate the finished features effectively. The dissertation concludes that a design coordinator is necessary between the course instructor and the programmer in the development and test to summarize the pedagogical requirements, redesign features in a software perspective, etc. It also tested pedagogical efficacy of the plugin by reporting the result of four methods of test and evaluation. The research suggest more case studies of OLE features development in higher education to be conducted to better define different roles and borders of roles and their responsibilities.
published_or_final_version
Education
Master
Master of Science in Information Technology in Education
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12

El-Refai, Walid. "Effects of computer-supported collaboration script and incomplete concept maps on web design skills in an online design-based learning environment." Diss., lmu, 2012. http://nbn-resolving.de/urn:nbn:de:bvb:19-142692.

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13

Hunger, Gail M. "Guidelines for Authentic Instruction in an Online Environment for Faculty in Higher Education: Design, Development, and Illustrative Module Prototype." Diss., Virginia Tech, 2010. http://hdl.handle.net/10919/26455.

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This development design research dissertation used Richey and Kleinâ s (1996) Type 2 model to create guidelines that inform instructional designers when designing authentic tasks in the online environment. Herrington and Oliver (2000) state that designing authentic tasks for online learning can be captured using nine characteristics. Bonk and Dennenâ s (2003) research empirically demonstrated a Framework for Online Instruction. Combining these two research frameworks, guidelines to inform the decisions to of instructional designers when for authentic in the online environment are designed, developed, and validated with expert reviewers in authentic learning.
Ed. D.
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14

Copp, Susan E. "Critical Thinking in a Gifted Education Blended Learning Environment." Ohio University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1479131245930239.

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15

Bone, Tonda Jenean. "Bridging the Theory-to-practice Gap: a Multivariate Correlational Study Exploring the Effects of a Graduate Online Learning Environment As a Community of Practice Framework." Thesis, University of North Texas, 2013. https://digital.library.unt.edu/ark:/67531/metadc407763/.

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In this multivariate correlational study, the researcher examined the course culture of an online graduate course whose environment exhibited characteristics of a Community of practice (CoP). An online survey captured data used to explore the relationships among variables shown to describe a CoP in field environments and among student perceptions of their experience in the course culture. A canonical correlation analysis (CCA) and commonality analysis (CA) were conducted using five predictor variables and three criterion variables to evaluate the degree and direction of the relationships. The CCA revealed that the full model was significant, explaining approximately 74% of the variance among the two synthetic variates. Impact, faculty leadership, and connection were the largest contributors to the predictor variate. The criterion variate was primarily explained by value and perceived CoP, with exposure to the profession providing a smaller contribution. The CA confirmed these findings. Results from this study indicate that a CoP could be fostered in an online graduate course. The overall significance of the model indicates teachers can nurture an environment wherein graduate students will take the initiative to work with others to create and acquire knowledge that creates a sense of professional connection with each other and with the profession overall. The results of this study suggest further empirical research in implementing and assessing CoPs in online graduate courses is warranted.
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16

Wright, Robert Demmon. "Students' Attitudes Towards Rapport-building Traits and Practices in Online Learning Environments." Thesis, University of North Texas, 2012. https://digital.library.unt.edu/ark:/67531/metadc177265/.

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This research was a triangulated study of student attitudes towards instructors' rapport-building traits and their preferences amongst instructors' rapport-building practices in online learning environments. Participants were undergraduate and graduate students enrolled in courses within an educational technology program at a central Texas university. The study employed a mixed-methods approach involving the Likert-item assessment of learners' attitudes, the identification and prioritization of learner preferences through pairwise comparisons, and semi-structured interviews that provided richer, more detailed information. Findings indicated a strong preference for instructor-based traits and practices over pedagogically-based ones. These traits and practices loaded into the components of social presence, enjoyable interaction, and personal connection.
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17

Fadel, Luciane Maria. "The impact of the interface design on social interaction in online learning environments." Thesis, University of Reading, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.487492.

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The research presented in this thesis concerns the contribution of the interface design to social interaction in online .learning environments. This thesis focuses on the design of social facilities in the interface that are intended to motivate and sustain the process of communication among students. Online learning environments present new possibilities for social interaction by promoting communication through computer networks. Although there are design constraints in creating an environment capable of supporting social interaction, previous research findings indicate that social presence is a key factor for social interaction. In this thesis, social presen~e is defined as the extent to which virtual entities that represent others are perceived as real. In addition, previous research has pointed out that social presence is affected by individual variables, social response variables and media variables, suggesting that an interface design might enhance social presence. The research in this thesis explores the interface design by investigating how placing an emphasis on interaction facilities and incorporating text, images and animation affect students' experiences 1interacting with each other. The research presented here comprises four online course experiments. The four experiments were conducted to investigate the relationship of social presence to the number of interactions, and to the three key aspects of social facility design that support social presence: 1. The visibility of interaction facilities; 2. The use of images, animation and text to present the presence of others and; 3. The use of a~ation to present system feedback. This research measured objective and subjective responses, combining student questionnaires with system logs and final grades. The research presented in this thesis identifies a range of responses that can be affected by the interface design. The overall conclusion is that the interface design can increase the number of interactions and enhance the perceived social presence in an online learning environment.
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18

Fraser, John. "Designing within a computer-mediated communication environment : three studies into the potential of online learning environments for collaborative design work in international educational contexts." Thesis, University College London (University of London), 2005. http://discovery.ucl.ac.uk/10020483/.

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Computer-mediated communication has become a common part of higher education and of designers' professional practice in the twenty-first century. This research sets out to investigate student-centred group enquiry-driven learning in a distributed environment. The aim is to examine how students and instructors interact in online learning environments in the conduct of online collaborative design work in international educational settings, and thus provide the basis for the identification of factors that contribute to successful online collaborative work in design education. Through the study of three examples of online collaborative design work, the research addresses the following specific questions: (i) how do distributed groups of students use synchronous and asynchronous interaction when seeking collaborative solutions to design problems? (ii) how do instructors use the facilities provided by an online collaborative environment in interacting privately and publicly with students and with each other? (iii) how do students handle the challenges of group dynamics and partnership in online collaborative group work? Together, addressing these questions enables design educators to develop an understanding of the ways in which the use of online collaborative work can be of particular benefit for design education, for instance in facilitating the forms of international and inter-disciplinary collaboration that lie at the heart of contemporary professional design practice. This practitioner research suggests that, in the hands of committed design teachers, technology can support innovations that will improve student performance, help students develop cognitive design skills and can introduce a real-world design context for student learning. The findings indicate that a balance between dynamic synchronous and reflective asynchronous engagement is critical in establishing successful online collaborative design environments. The importance of privacy issues in the space used by design students is another interesting finding that can inform restructuring of collaborative interfaces for future design education.
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19

Le, Andrew Phong. "Design patterns for online learning environments: A structured approach for operationalizing and sharing theory-based design knowledge." Diss., Connect to online resource, 2006. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1439424.

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20

Weissman, Nancy. "Evaluating the Effectiveness of a Synchronous Online Environment in Establishing Social, Cognitive, and Teaching Presence." Kent State University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=kent1492007293545229.

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21

Harris, Lisa, and Lisa Harris@rmit edu au. "Electronic Classroom, Electronic Community: Virtual Social Networks and Student Learning." RMIT University. Global Studies, Social Science and Planning, 2008. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080717.144715.

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The capacity for online learning environments to provide quality learning experiences for students has been the focus of much speculation and debate in the higher education sector from the late 1990s to the present day. In this area, 'quality' has become synonymous with engaging students in a learning community. This study reports on a qualitative research project designed to explore the significance of community for students when they study in online learning environments. This project used three case studies to explore tertiary students' thoughts and expectations about community in the online environment. The research was constructed iteratively. Data from the initial case suggested the need to explore the relationship between the constructed online learning environment and the development of learning communities or what I have termed Social Learning Support Networks (SLSN). To explore this issue further, the project was expanded and subsequent cases were chosen that included fundamentally different types of online learning environments. The project had two significant results. Firstly, students not only confirmed popular educational theories on the value of learning communities, but also described how this form of social connection might practically benefit their learning. Secondly, the project found that certain forms of synchronous online environments provided enhanced opportunities for students to form social connections that supported their learning. This project provides new evidence of the benefit of community for students studying online and argues that future online learning environments should be shaped by five key principles designed to foster a sense of social connection between students.
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22

Black, Aprille Noe. "The Design and Development of a Theory Driven Process for the Creation of Computer-Supported Collaborative Learning in an Online Environment." Diss., Virginia Tech, 2009. http://hdl.handle.net/10919/26800.

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Educators are struggling to meet the ever-increasing challenges of preparing students to meet the demands of a global society. The importance of collaboration and social interaction in online education has been well documented (Berge, 1998; Brown, Collins& Duguid, 1989, Fulford &Zhang, 1993; Gunawardena & McIssac, 2003; Kanuka & Anderson, 1998; Kearsley & Schneiderman, 1999; Sardamalia & Bereiter, 1994). Teachers and instructional designers are struggling to change the academic environment to meet the needs of millennial learners. The purpose of this study is to develop a theory driven process for designing computer-supported collaborative learning in an online environment. A careful analysis of the process for creating collaborative online instruction is conducted and a design strategy for the process is developed. The study provides suggested guidelines for practitioners to create collaborative online instruction. The design procedures emphasize social interaction to allow learners opportunities to explore, discover, and negotiate meaning in an authentic context. Online instruction requires the coupling of multiple areas of expertise to be successful. Although the pedagogical principles are the same, the global implications of â flat worldâ technology require an important weaving of collaborative interaction, graphic design, and pedagogy. Technology provides the transportation for achieving a collaborative environment; and, quality pedagogical practices provide the GPS (guidance positioning system) to direct collaborative instruction to its ultimate destinationâ knowledge building.
Ph. D.
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23

Hovey, Christopher Michael. "The Affect of Environmental Web-design on Student Perceptions of Social Presence in Online Learning Communities." University of Dayton / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1399032291.

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24

Richards, Karen A. "Development of an Instructional Design Model for Problem-Based Online Learning Environments in Continuing Medical Education." NSUWorks, 2004. http://nsuworks.nova.edu/gscis_etd/802.

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Traditional methods that emphasize didactics and rote learning seem deficient to some medical educators. These approaches typically emphasize knowledge acquisition and retention of little relevance to practice. To improve problem solving, knowledge retention, and transfer, the educational strategy and philosophy of problem-based learning (PBL) is being used in medical education on-ground, face-to-face settings. The information age and advances in information technology now provide exciting new online education alternatives for physicians wanting to use this method to meet lifelong learning needs. The challenge for the instructional designer is how to migrate established face-to-face instructional methods to the online environment. The goal of this dissertation was to provide a unique instructional design model that details criteria to guide the development of online PBL environments in continuing medical education (CME). The work addresses the following research questions: What influence should learning theory have on the instructional architecture of online PBL used to educate professionals in medical practice? How can computer technologies used in online instruction delivery incorporate relevant learning theories and cognitive principles to deliver effective online learning environments (OLEs) using the PBL method? What are the necessary elements in the development and implementation of a validated instructional design model for delivering online PBL in CME? This developmental research project also described how an OLE could be developed for physician continuing education in pain management along framework guidelines in order to illustrate concepts in the model and how it could be adapted to accommodate the course content of a particular medical specialty. Lessons learned in the process and implications for instructional design practice were discussed.
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25

Bashshar, Clarence Eugene. "Virtual Learning Environments' Impact on Adult Learners' Motivation in the Workplace." ScholarWorks, 2017. https://scholarworks.waldenu.edu/dissertations/3384.

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Virtual learning environments have become prevalent in the workplace to improve talent development. However, because there are so many different types of design options, not all learners are finding success in the virtual learning environment. This mismatch can negatively impact employees' motivation and learning outcomes. The purpose of this study was to explore how design features of a virtual learning environment impacted adult learners' motivation in the workplace. Constructivist and self-determination theories were used as theoretical frameworks. The research question in this study explored how social and external contextual factors influence an adult learner's motivation to learn in a virtual learning environment. A qualitative case study was used to explore the data collected from 8 federal employees who used a virtual learning environment for professional development. Data were collected from interviews, surveys, and direct observations and analyzed using inductive coding to determined patterns and themes for study. The results from the study indicated the participants viewed visual learning, learner control, ease of use, technical competence, instructor support, and technical support as critical factors that must be addressed when using a virtual learning environment to improve talent development. The findings from the study can provide insights that could be used by training developers for how to design virtual learning environments to provide a positive environment. The social change impact will be to improve the virtual learning environments for the federal workforce to improve motivation and create a culture of talent development for individual growth and organizational capabilities.
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26

El-Refai, Walid [Verfasser], and Frank [Akademischer Betreuer] Fischer. "Effects of computer-supported collaboration script and incomplete concept maps on web design skills in an online design-based learning environment / Walid El-Refai. Betreuer: Frank Fischer." München : Universitätsbibliothek der Ludwig-Maximilians-Universität, 2012. http://d-nb.info/1022523600/34.

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27

García, Solórzano David. "Toward the creation of effective virtual learning environments for online education." Doctoral thesis, Universitat Oberta de Catalunya, 2013. http://hdl.handle.net/10803/126619.

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Malgrat que els entorns virtuals d’aprenentatge (EVA, en anglès VLE o LMS) són eines consolidades en l’educació online, alguns investigadors argumenten que la majoria d’elles estan dissenyades principalment des d’un enfocament tecnològic, deixant els aspectes pedagògics en segon pla. Com a conseqüència, el procés d’ensenyament-aprenentatge que es realitza a través d’aquestes plataformes pot no ser tan efectiu com seria d’esperar. Per aquest motiu, aquesta tesi se centra en identificar aquells elements que poden millorar l’efectivitat dels EVA quan són utilitzats en assignatures completament online. Inicialment es van identificar les implicacions que l’entorn online té sobre l’educació, així com les principals característiques i barreres dels estudiants i professors online. A continuació, es van analitzar vuit dels EVA més populars segons l’enfocament pedagògic, l’estructura de la informació i la interfície. Posteriorment, aquest treball va proposar un conjunt de recomanacions/heurístiques per a crear EVA efectius per l’ensenyament-aprenentatge online. Per avaluar la idoneïtat de les recomanacions, aquestes van ser posades en pràctica mitjançant tres prototips d’un EVA fet a mida anomenat AdVisor, el qual també incloïa una eina de monitorització d’estudiants anomenada FACRO. Un conjunt d’estudiants va testejar AdVisor en assignatures completament online i després va avaluar la idoneïtat de les heurístiques mitjançant un qüestionari. Tanmateix, vuit professors van ser entrevistats per tal de conèixer les seves opinions sobre AdVisor i FACRO. En general, els resultats van mostrar que les recomanacions són adequades, sobretot aquelles relacionades amb l’autoregulació (i.e. guiar als estudiants a través del curs i ajudar-los a ser conscients del seu procés d’aprenentatge).
A pesar de que los entornos virtuales de aprendizaje (EVAs, en inglés VLEs o LMSs) son herramientas consolidadas en la educación online, algunos investigadores argumentan que la mayoría de ellas están diseñadas principalmente desde un enfoque tecnológico, dejando los aspectos pedagógicos en segundo plano. Como consecuencia, el proceso de enseñanza-aprendizaje que se realiza a través de estas plataformas puede no ser tan efectivo como sería de esperar. Por este motivo, esta tesis se centra en identificar aquellos elementos que pueden mejorar la efectividad de los EVAs cuando son utilizados en asignaturas completamente online. Inicialmente se identificaron las implicaciones que el entorno online tiene sobre la educación, así como las principales características y barreras de los estudiantes y profesores online. A continuación, se analizaron ocho de los EVAs más populares según el enfoque pedagógico, la estructura de la información y la interfaz. Posteriormente, este trabajo propuso un conjunto de recomendaciones/heurísticas para crear EVAs efectivos para la enseñanza-aprendizaje online. Para evaluar la idoneidad de las recomendaciones, éstas fueron puestas en práctica mediante tres prototipos de un EVA llamado AdVisor, el cual también incluía una herramienta de monitorización de estudiantes llamada FACRO. Un conjunto de estudiantes testeó AdVisor en asignaturas completamente online y después evaluó la idoneidad de las heurísticas mediante un cuestionario. Asimismo, ocho profesores fueron entrevistados con el fin de conocer sus opiniones sobre AdVisor y FACRO. En general, los resultados mostraron que las recomendaciones son adecuadas, sobre todo aquellas relacionadas con la autorregulación (i.e. guiar a los estudiantes a través del curso y ayudarlos a ser conscientes de su proceso de aprendizaje).
Although virtual learning environments (VLEs) and learning management systems (LMSs) are consolidated online education tools, some researchers argue that most of these platforms are mainly designed from a technological approach, with pedagogical aspects given a back seat. As a result, the teaching-learning process conducted via these systems may not be as effective as expected. For this reason, this thesis focuses on identifying those elements which may improve the efficiency of VLEs when they are used in fully online courses. First of all, a document-based research allowed to know the implications of online delivery for education as well as the main features, needs and barriers of online students and teachers. Next, eight of the most popular VLEs were analyzed by focusing on their pedagogical approach, information structure and interface. Based on the main conclusions drawn from the document-based research, a set of recommendations/heuristics for creating effective VLEs for online teaching-learning was proposed. To evaluate the suitability of each recommendation, these were put into practice by means of three prototypes of an ad hoc VLE called AdVisor, which also included a student monitoring tool called FACRO. A sample of learners tested AdVisor in fully online courses and, afterward, assessed the suitability of the heuristics through a questionnaire. Furthermore, eight teachers were interviewed to know their opinions about AdVisor and FACRO. On the whole, the results showed that the recommendations are suitable, especially those related to self-regulation (i.e. to guide students through the course and help them to be aware of their learning process).
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Bower, Matthew. "Designing for interactive and collaborative learning in a web-conferencing environment." Phd thesis, Australia : Macquarie University, 2008. http://hdl.handle.net/1959.14/26888.

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Thesis (PhD)--Macquarie University, Division of Information and Communication Sciences, Computing Department, 2008.
Bibliography: p. 503-514.
This study investigated learning design in a web-conferencing environment based on three semesters of lessons conducted as part of an introductory programming subject. As well as characterizing the nature of discourse and interaction, the study focused on how the design of the interface, activity and task type affected collaboration and learning. Engeström's (1987) Activity Theory based upon a socio-constructivist view of learning was used to frame the analysis. --Interface designs incorporated theory relating to graphical user interface design, multimedia learning, and findings from the cognitive sciences. Activity designs were differentiated based on the degree of student ownership, from teacher-centred (transmissive) approaches, to teacher-led (guided interaction) approaches, to student-centred (collaborative group-work) designs. Types of tasks were considered on the basis of their level of knowledge (declarative, procedural and conceptual), their character (authenticity, situatedness) and their domain specific nature (in the field of computer science education). The effects of the different interface, activity and task designs on collaboration and mental model formation were explored. --A mixed method approach to analysis was adopted, incorporating a design-based research study and a multimodal discourse analysis. The design-based research allowed a broader, more interpretivistic and process focused analysis to be conducted, based on the strategic redesigns that occurred between iterations of the subject. The multimodal discourse analysis enabled more detailed, objective and outcomes based measurements of the subject of discourse, the nature of interactions and the types of modalities used to mediate learning. Triangulating data from the design-based research study and the multimodal discourse analysis provided a more complete description of phenomena and promoted greater reliability. --Results include the way in which different modalities afforded different possibilities for representing, and how combinations of those modalities could be effectively integrated by applying multimedia learning principles. Student-centred learning designs increased student involvement, allowing them to take greater ownership over the content and to more fully share their mental models. Authentic, meaningful problem solving tasks promoted greater student engagement. The capacity to dynamically redesign the interface based on the collaborative and cognitive requirements of the learning episode supported more effective implementation of conversational (Laurillard, 2002) approaches to learning. --More effective interaction and collaboration resulted from prescribing patterns of engagement, managing activity and technology so that student discourse could focus on content, and providing guidance regarding semiotic representational forms so that students could concentrate on applying those representations rather than inventing them. Teacher and student virtual classroom competencies critically influenced collaboration and learning. --Based on the findings in this study, a framework of nine pedagogical patterns for teaching and learning in web-conferencing environments is proposed. The framework provides an integrated approach to learning design that relates the interface design with the activity design and the level of knowledge (task type).
Mode of access: World Wide Web.
vii, 514 p. ill. (some col.)
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Cotner, Craig. "A Propensity Score Analysis of the Academic Achievement Effect of Increasing in a Blended Learning Environment the Student's Time in the Brick and Mortar Facility." Cleveland State University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=csu1600176689758776.

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Corrêa, Pablo Ermida. "Ferramenta computacional interativa para a elaboração de mapas conceituais integrada no HyperCAL online para a produção de objetos de aprendizagem." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2012. http://hdl.handle.net/10183/98136.

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O presente trabalho teve por objetivo desenvolver uma ferramenta computacional interativa para a elaboração de mapas conceituais e objetos de aprendizagem, como um módulo integrado ao ambiente virtual HyperCAL online. A partir disso, melhorou-se a interação do usuário, no módulo professor, com o sistema no desenvolvimento de objetos de aprendizagem, oportunizando a flexibilidade e customização no acesso ao conteúdo. Para a execução deste trabalho, foram investigados os seguintes temas: Design Instrucional, Ambientes Virtuais e Objetos de Aprendizagem, os processos de desenvolvimento de Software e as metodologias ágeis, os conceitos de Design de Interação e Interface, seguindo principalmente os princípios de design e usabilidade, com foco na experiência do usuário. Todo este estudo possibilitou a construção e a integração da ferramenta de mapas conceituais no ambiente HyperCAL online com a aplicação da metodologia ágil Extreme Programming (XP) que, por ter premissas de simplificação de processos e proximidade constante com o usuário, garantiu a qualidade do projeto durante o processo de aplicação das técnicas propostas. A implementação de mapas conceituais no ambiente virtual HyperCAL online demonstrou grande aplicabilidade para a proposta desta pesquisa, pois potencializou a possibilidade de pesquisa e aprendizado do usuário, contribuindo no seu foco de interesse, aumentando sua capacidade de informação, interação e recuperação de dados do sistema. E ainda, tornou o ambiente virtual mais atrativo, interativo e dinâmico para os seus usuários.
Abstract: This study aims to develop an interactive computational tool to elaborate conceptual maps and learning objects, as an integrated module to the online virtual environment HyperCAL. We sought to improve the teacher module’s user interaction with the system of development of learning objects, allowing the flexibility and customization when accessing content. For the execution of this study, the following issues have been investigated: Instructional Design, Virtual Environments and Learning Objects; the processes of software development and agile methodologies; and concepts of Interaction and Interface Design, mainly following the principles of design and usability, focusing on the user’s experience. The study enabled the construction of the tool of conceptual maps and its integration to the HyperCAL online environment with the implementation of an agile methodology, which assured the quality of the project during the process of application of the proposed techniques, due to assumptions of simplifications of processes and to the constant proximity with the user. The implementation of concept maps in the online virtual environment HyperCAL has shown great applicability to the proposal of this research, as it has opened up new possibilities for research and learning for the user, contributing to their focus of interest, increasing its capacity for information, interaction and data recovery from the system. In addition, it has made the virtual environment more attractive, interactive and dynamic for its users.
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Kashou, Hussam H. "Examining University Students’ Use of Mobile Technology, Online Engagement, and Self-Regulation & Metacognitive Tendencies Across Formal and Informal Learning Environments." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1469453408.

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Salisbury, Lauren E. "The Impact of Course Management Systems Like Blackboard on First Year Composition Pedagogy and Practice." University of Findlay / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=findlay1432220779.

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Ferrer, Mico Maria Teresa. "Community of Inquiry (COI) and Self-Directed Learning (SDL) in Online Environments: An Exploratory, Correlational and Critical Analysis of MOOCs. Introduction to Cybersecurity MOOC Case Study." Doctoral thesis, Universitat Ramon Llull, 2016. http://hdl.handle.net/10803/360851.

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L’objectiu d’aquesta recerca multi-paradigmàtica és presentar un anàlisis exploratori, correlacional y crític dels MOOC (Massive Open Online Courses) entesos com a comunitats d’aprenentatge participatius i descobrir el rol que l’aprenentatge autònom juga dins d’aquest marc. La recerca combina dades quantitatives i qualitatives i junt amb el marc teòric actual afegeix novetats en el cap de l’educació a distancia y les noves formes d’oferir cursos a distància. Els nostres resultats mostren diferencies estadístiques entre els estudiants que participen en diferent nombre de tests i el seu nivell d’aprenentatge autònom (p=0.003). Presentem informació demogràfica y les visions dels estudiants relacionades amb les tres presencies de la comunitat d’aprenentatge participatiu (presencia social, cognitiva y del instructor). L’estudi consta també de les opinions dels experts sobre el disseny dels MOOC i el seu valor pedagògic. Les nostres conclusions finals indican que els MOOC son entorns d’aprenentatge diferents en relació amb els entorns tradicionals a distancia, creen una comunitat d’aprenentatge participativa diferent i atrauen perfils d’estudiants diferents. Suggerim millores en el disseny pedagògic per a ajudar als estudiants a ser mes autònoms y per alinear els continguts del curs. La taxonomia de Marzano és suggerida com a marc pedagògic per a millorar el disseny dels MOOC i el grau de satisfacció dels alumnes.
El objetivo de esta investigación multi-paradigmática es presentar un análisis exploratorio, correlacional y crítico de los MOOC (Massive Open Online Courses) entendidos como comunidades de aprendizaje participativo y descubrir el role que el juega el aprendizaje autónomo dentro de este marco. La investigación combina datos cuantitativos y cualitativos, y junto con el marco teórico actual añade novedades en el campo de la educación online y los nuevos métodos para ofrecer cursos a distancia. Nuestros resultados muestran diferencias estadísticas entre los estudiantes que toman parte en diferente número de tests y su nivel de aprendizaje autónomo (p=0.003). También presentamos información demográfica y las opiniones de los estudiantes relacionadas con las tres presencias de la comunidad de aprendizaje participativo (presencia social, cognitiva y del instructor). El estudio consta también de las opiniones de expertos sobre el diseño de los MOOC y su valor pedagógico. Nuestras conclusiones finales indican que los MOOC son entornos de aprendizaje diferentes en relación con los entornos tradicionales a distancia, crean una comunidad de aprendizaje participativo diferente y atraen perfiles de estudiantes diferentes. Sugerimos mejoras en el diseño pedagógico para ayudar a los estudiantes a llegar a ser mas autónomos y para linear los contenidos del curso. La taxonomía de Marzano es sugerida como marco pedagógico para mejorar el diseño de los MOOC y el grado de satisfacción de los estudiantes.
The purpose of this mixed method research is to present an exploratory, correlational and critical analysis of MOOCs (Massive Open Online Courses) understood as COI (Community Of Inquiries) and uncover the role that SDL (Self Directed Learning) plays within the mentioned framework. The research combines quantitative and qualitative data and together with a current literature snapshot adds insights in the field of online education and its new content delivery forms. Our findings show statistical differences between students taking different number of quizzes and their level of SDL (p=0.003). We present demographic information and students views related with the three presences in the COI (social, cognitive and teaching presence). Experts’ views on MOOC designs and value are also collected. Our final conclusion points out that MOOCs are different content deliver environments from traditional online courses and they shape a different COI and attract different students profiles. Design improvements are also suggested to empower students to become independent learners and improve alignment in the course. Marzano’s taxonomy is the suggested pedagogical approach to improve MOOC design, and students’ satisfaction.
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Boyer, Naomi Rose. "Building Online Learning: System Insights into Group Learning in an International Online Environment." Scholar Commons, 2001. http://purl.fcla.edu/fcla/etd/SFE0000026.

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Moore, Michele Schmidt. "Written communication in an online learning environment." Fairfax, VA : George Mason University, 2009. http://hdl.handle.net/1920/4581.

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Thesis (Ph.D.)--George Mason University, 2009.
Vita: p. 203. Thesis director: Priscilla Norton. Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Education. Title from PDF t.p. (viewed Oct. 11, 2009). Includes bibliographical references (p. 198-202). Also issued in print.
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Taherbhai, Fatimah. "Help Seeking in an Online Environment." Ohio University / OhioLINK, 2005. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1126299156.

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Williamson, William Davis O'Sullivan Rita G. "Assessing constructivist elements in the online learning environment." Chapel Hill, N.C. : University of North Carolina at Chapel Hill, 2010. http://dc.lib.unc.edu/u?/etd,2948.

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Thesis (Ed. D.)--University of North Carolina at Chapel Hill, 2010.
Title from electronic title page (viewed Jun. 23, 2010). "... in partial fulfillment of the requirements for the degree of Doctorate of Education in the School of Education." Discipline: Education; Department/School: Education.
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黃婉明 and Yuen-ming Beverly Wong. "Investigating online collaborative learning environment: a case study." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B31256508.

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Wong, Yuen-ming Beverly. "Investigating online collaborative learning environment : a case study /." Hong Kong : University of Hong Kong, 2002. http://sunzi.lib.hku.hk/hkuto/record.jsp?B25474261.

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Yang, Bo. "How students with different learning styles collaborate in an online learning environment." Diss., Manhattan, Kan. : Kansas State University, 2007. http://hdl.handle.net/2097/260.

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Agostinho, Shirley Flavia Corrent. "Interactions in a web-based learning environment creating an online learning community /." Access electronically, 2000. http://www.library.uow.edu.au/adt-NWU/public/adt-NWU20061024.154536/index.html.

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Tabiri-Essuman, Kwame. "Exploring the influences on student learning in an online collaborative learning environment." Thesis, University of Nottingham, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.423971.

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Zhu, Junren 1965. "The design of asynchronous learning environment /." Thesis, McGill University, 2001. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=31565.

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Asynchronous Learning Environment (ALE) has the capability of providing learning to people anywhere and at any time for both to secure degree and to engage in continuing education throughout their lifetimes. The advance of communications and information technology will make students choose to purchase and enroll in open market, widely available networked courses regardless of institutional affiliation.
Research results have found that success factors for asynchronous learning include whether students felt part of the online learning group, immediate feedback from instructors, automatic self-test, and indicating student's performance and progress in the course. These findings present basic requirement for the design of ALE. This paper explores all aspects of Asynchronous Learning Environment, including the architecture of ALE and complete database design. The modules of ALE include multimedia presentation, identity verification, intelligent agent, automatic test marking, computer conference, chat & whiteboard, and learning scheduling assistance. The purpose of this research is to make ALE a better way of education than traditional education. A database is designed to fully support these ALE functions.
Guidelines of designing ALE are provided with implementation examples of intelligent agents that providing automatic reminders and learning progress report. Conclusion and further works are discussed at the end of the paper.
The design described in this paper is intended for use by engineering courses. But it can be used by courses of other disciplines without much modification.
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Robertson, Erika J. "The effects of learning styles on group development in an online learning environment /." Electronic version (PDF), 2005. http://dl.uncw.edu/etd/2005/robertsone/erikarobertson.pdf.

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Wargo, Katalin. "Online Faculty Development: Disorienting Dilemmas In Learning To Teach Online." W&M ScholarWorks, 2021. https://scholarworks.wm.edu/etd/1627407585.

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This dissertation explores how faculty development for online teaching in higher education might facilitate transformative learning and the transfer of instructional practices across teaching modalities. The first manuscript examines how the essential constructs of transformative learning are promoted in online faculty development and which elements of faculty development help to foster transformative learning. The second manuscript describes a case study that emerged from a university faculty development seminar to prepare instructors to teach online. The purpose of this study was to examine how, if at all, the Online Faculty Development Seminar changed five participants’ perspectives of teaching. This study found written reflection activities, combined with dialogue with colleagues, and having experienced instructors come in to tour their courses and discuss lessons learned contributed to perspective transformation. The third manuscript examines whether instructional practices introduced in the seminar would transfer to instructors’ in-person teaching and how faculty development and the experience of teaching online may have facilitated that transfer. The study found participants experienced perspective transformations that affected how they perceived their role as instructors, and they transferred some online course design and instructional practices to their in-person teaching. These practices included incorporating more digital tools to in-person courses, communicating clearly and transparently, designing courses with intentionality, and paying forward the lessons they learned to assist colleagues transitioning to teaching remotely in Spring 2020. Findings suggest that a structured course design process, self-reflection activities, opportunities to dialogue with colleagues, and course tours from colleagues aided in transfer of practices across modalities.
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Durdu, Levent. "How A Computer Education Teacher Utilizes An Online Learning Environment." Phd thesis, METU, 2010. http://etd.lib.metu.edu.tr/upload/2/12611679/index.pdf.

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The purpose of this study is to examine in detail how a computer education teacher utilizes an online learning environment. The study tries to explore how a computer education teacher uses information technologies in classroom instruction, which methods s/he uses during integration process of the online learning environment, how s/he solves the problems s/he faced and his/her expectations from an online learning environment. Furthermore, based on the experiences of the computer education teacher use of online learning environments by other subject area teachers were pursued. In this study, within the framework of qualitative research paradigm a case study was conducted in the form of action research. Qualitative research methods were used. A computer education teacher formed the participant of the study with attributes of matching with the purpose and according to predetermined criteria. Results revealed that the teacher used the online learning environment to support his instruction. Implementation section of the online learning environment was preferred mostly. Use of online learning environment enabled the teacher to spare much time for dealing with students individually, providing other information source, and increasing students&rsquo
interest. The teacher utilized the online learning environment for preparing and supporting instruction: Preparing and providing alternative examples, supporting the evaluation process, and assigning homework. Integration of online learning environment is affected by content of lesson, content provided by the environment, and learning materials. The teacher perceived that his students became aware of responsibility of their own learning, become aware of information can be reached from other sources and were much active and participating more to the lessons. The computer teacher perceived that other subject teachers needed technical support, showed lack of access to technology resources, and lack of learning materials to enhance their classroom instruction with technology.
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Street, Jessica E. "Examining the Validity of Testing in an Online Learning Environment." NSUWorks, 2008. http://nsuworks.nova.edu/gscis_etd/865.

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The lack of a physical instructor presence in the online learning environment (OLE) likely provides students with increased opportunities to cheat during a test when compared to the traditional classroom. It is unknown however, if an increase in cheating actually takes place. Accordingly, this investigation sought to determine whether the incidence of cheating in the OLE was greater than in the traditional classroom. Five sections of online community college students were selected for the study. Participants completed an anonymous, Web-based survey following one of two testing procedures: (1) proctor-administered exams at a testing center, or (2) online testing via a course management system (i.e., Blackboard Campus Edition) utilizing three cheating inhibitors: time limit, availability, and randomization. The results were analyzed to determine if there was a significant difference in the ability to cheat, in the intent to cheat, and in the rate of cheating among community college students taking proctor administered and online exams. Findings from the study indicate that students thought the OLE provided more cheating opportunities than the testing center environment (both in the opportunity to use outside resources and collaborate with others). Students also reported that they thought more about cheating in the testing center environment than in the OLE. Neither environment however yielded significant rates of student cheating on tests, but participant concerns about confidentiality may have caused respondents to understate their involvement in unethical behaviors. Overall, the results of this study suggest that administering online tests via a CMS is a valid form of testing; information that may accelerate the implementation of Broward Community College's effort to deliver a fully online, accredited curriculum.
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Boyer, Naomi Rose. "Building online learning [electronic resource] : system insights into group learning in an international online environment / by Naomi Rose Boyer." University of South Florida, 2002. http://purl.fcla.edu/fcla/etd/SFE0000026.

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Title from PDF of title page.
Document formatted into pages; contains 459 pages.
Dissertation originally submitted in HTML and can be accessed at http://www.lib.usf.edu/ETD-db/theses/available/etd-12032001-125326/unrestricted/index.htm
Thesis (Ph.D.)--University of South Florida, 2002.
Includes bibliographical references.
Text (Electronic thesis) in PDF format.
ABSTRACT: The virtual world exists as a dimension between concrete physical reality and abstract fictional fantasy. This cyber essence has become a place of commerce, social development, and educational pursuit. To build an understanding of the Kingdom of the Internet, the resulting case study sought to explore the community learning experiences of groups involved in an international online distance education program to create a tale of the process of a system. An assumption in this research was that the program under study was framed within a social learning context. Therefore, the recommendations and findings must be considered within this context and applied within similarly framed learning programs. The method of this study followed an input-process-output model with an added element of outcomes.
ABSTRACT: Participants completed a preliminary technology survey, locus of control instrument, self-regulated learner instrument and a learning styles inventory along with provided background information to form group input profiles. The process of the system was observed through the use of focus groups with the participants, process leaders and instructors as well as transcripts from discussion and chats. The group interaction, the site usage information and technical feedback all served as output information. The outcomes were measured through the use of a group effectiveness measure and instructor rating of final products. The result of the system study was a story of challenge and frustration, excitement and yearning, experimentation and comfort, good and best intentions. A portraiture approach was used as the vehicle for sharing the unique experiences of the international leaders during the first semester of learning.
ABSTRACT: As an essay on not only this particular system but also the dynamics of on-line research, the study illustrated the difficulties in virtual data collection. Major themes that were determined to be critical to virtual group social learning include: role differentiation, concise curriculum development, minimization of intimidation factors, and the initial group characteristic (input relationships). The wide focus of this study provided an overview of many topics that demand further research from both the lens of individual virtual learning experience and in depth exploration of various program components.
System requirements: World Wide Web browser and PDF reader.
Mode of access: World Wide Web.
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Ford, William. "Online Learning in Biology: An Investigation into Designing Online Learning Resources." Digital Commons @ East Tennessee State University, 2017. https://dc.etsu.edu/etd/3330.

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As technology continues to advance, many instructors are incorporating online activities into their courses. While online learning has several benefits, there is still debate on how instructors can best develop and utilize these resources in their classroom. This study is split into two smaller projects that both aim to provide further insights on how to develop online activities that target undergraduate biology students. The first project revealed that elaborative feedback in a phylogenetic activity was more useful for students who had some exposure to phylogenetics prior to completing the activity. The results of the second project revealed that the appearance of two simulations’ user interfaces does not have a significant effect on learning outcomes. However, many students responded that these simulations did increase their understanding of the concepts, indicating simulations can play an important role in the biology classroom.
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Orcutt, Janice Marie. "Teaching Presence and Intellectual Climate in a Structured Online Learning Environment." NSUWorks, 2016. http://nsuworks.nova.edu/gscis_etd/975.

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Abstract:
Teaching presence and its implications for the intellectual climate of an online classroom cannot be fully understood unless explored from the perspective of the instructors who experience it. Framed in the theoretical perspective of the Community of Inquiry (CoI) model, this collective case study investigated the actions, intentions and perceptions of instructors with the intent of developing an in-depth understanding of the phenomenon of teaching presence as it was established in a structured online learning environment. The experiences of selected successful instructors in this specific online context were explored to gain insight on how pedagogical choices influenced the establishment of an intellectual climate appropriate to the courses taught. Using semi-structured interviews as the main source of data, the study utilized the Interpretative Phenomenological Analysis (IPA) method as an analytical tool to address concerns of rigor in the qualitative interpretation of experiential data. It was the goal of this study to gain an understanding of how teaching presence is established and the decision processes employed in doing so in order to make a contribution to the body of knowledge from a practical pedagogical perspective. Findings of the study provided insight into the following: Practices in Establishing Teaching Presence. Intentions of Instructors. Influence on Intellectual Climate. Nature of Teaching Presence. Overall, the collective case revealed that an active interest and passion for teaching and an understanding of relevance to the student encouraged student engagement, and inspired intellectual curiosity and a shared responsibility for the learning process. The findings show that the common goal of learning shared by instructor and student had its foundations in the creation of authentic relationships between instructor and students that extend beyond stated learning objectives and expected outcomes. The results of this study contribute to knowledge related to the nature of teaching presence and its role in setting an academic climate, addressing the overarching question of the study about how instructors establish teaching presence and inspire intellectual curiosity within the courses they teach. In addition, the experiences of the selected instructors helped provide a vocabulary with which to describe the shared pedagogies of instructors and served to catalog commonalities in actions and intent associated with setting an intellectual climate that met the requirements of academic rigor appropriate to the courses they taught.
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