Dissertations / Theses on the topic 'Scratch'
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Browning, Robert Lee. "Quantitative characterization of polymer scratch behavior using a standardized scratch test." Thesis, Texas A&M University, 2003. http://hdl.handle.net/1969.1/5988.
Full textLim, Goy Teck. "Scratch behavior of polymers." Texas A&M University, 2005. http://hdl.handle.net/1969.1/2720.
Full textPelillo, Enrico. "Scratch deformations of polymers." Thesis, Imperial College London, 1998. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.286438.
Full textVaradi, Jasline Deepthi Das. "Scratch Behavior of Polystyrene." University of Akron / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=akron1259183439.
Full textStellato, Marco. "Horizon entropy from scratch." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/6693/.
Full textCao, Lin, and Iina-Leena Lehtonen. "" You scratch my back, I'll scratch yours" : - Exportrådet och guanxi i dagens affärsliv." Thesis, Uppsala University, Department of Business Studies, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-7561.
Full textTsur, Moran. "Scratch Microworlds : introducing novices to scratch using an interest-based, open-ended, scaffolded experience." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/112561.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 99-101).
Currently, many introductory coding activities for children focus on engaging them in solving puzzles. This thesis explores a different approach to introducing coding that engages children in creating projects based on their interests. I present the iterative design and testing of Scratch Microworlds, simplified versions of the Scratch coding environment that contain a small set of blocks for making projects based on a theme, such as dance, soccer, or music. I use a design-based research approach to iteratively design, implement and evaluate Scratch Microworlds. The design of Scratch Microworlds is guided by three questions: (1) how to simplify initial experiences while still supporting creativity, (2) how to provide scaffolding while maintaining learners' agency, and (3) how to provide starting points that spark rather than limit the imagination. This thesis describes the design process, and analyzes the results of user-testing with children and educators. It concludes with a set of guidelines for the design of newcomer experiences into coding that support children as creative thinkers, informed by constructionist learning theory.
by Moran Tsur.
S.M.
Correia, Tânia Filipa Martins. "Scratch na aprendizagem da matemática." Master's thesis, Escola Superior de Educação, Instituto Politécnico de Setúbal, 2013. http://hdl.handle.net/10400.26/6568.
Full textEste trabalho apresenta um estudo, realizado no âmbito da Unidade Curricular Estágio III do ano letivo 2013/2014, que se desenvolveu com alunos do 4º ano de escolaridade de uma turma do 1º Ciclo do Ensino Básico. O seu principal objetivo é compreender as potencialidades do Scratch para a aprendizagem da Matemática e os constrangimentos que podem surgir durante a sua utilização na aula. Em particular, pretende-se perceber que ideias e conceitos matemáticos emergem no desenvolvimento de projetos com o Scratch, quais as potencialidades do Scratch para o estabelecimento de conexões matemáticas e que dificuldades surgem em atividades matemáticas que envolvam o Scratch. Trata-se de um estudo que visa compreender o envolvimento dos alunos na utilização de um recurso informático (o Scratch) para trabalhar a área da Matemática. Assim, no enquadramento teórico, procura-se clarificar o que se entende por aprender Matemática hoje e discutir o papel do Scratch no ensino e aprendizagem da Matemática. Em termos metodológicos, o estudo enquadra-se numa abordagem qualitativa de investigação e no paradigma interpretativo. Os dados foram recolhidos através da observação participante, recolha documental e entrevistas. Os resultados do estudo revelam que a grande maioria dos alunos esteve bastante interessada e envolvida em toda a atividade desenvolvida com o Scratch. Entre as razões para o seu interesse e envolvimento, estão a possibilidade de desenvolverem projetos em que tinham alguma autonomia e a oportunidade de partilharem questões/dúvidas bem como estratégias que utilizaram para as ultrapassar as suas dificuldades. Neste processo, consolidaram conhecimentos e compreenderam noções que ainda não tinham aprendido ou percebido até então. Além disso, vários alunos foram além daquilo que lhes foi solicitado como aconteceu, nomeadamente a propósito da “decoração” dos projetos e quando, na tentativa de programar a construção de alguns polígonos, descobriram como se desenham outros. Quanto às dificuldades experienciadas, houve algumas diferenças. Em geral, as maiores dificuldades foram a seleção dos comandos para a construção, no Scratch, dos dois primeiros polígonos regulares e a elaboração de registos escritos que descrevessem os raciocínios feitos. Estas dificuldades geraram, nalguns casos, uma desmotivação inicial que deixou de existir assim que os alunos começaram a compreender como se faziam as construções e os raciocínios que tinham de utilizar.
This report presents a study carried out under Stage III of the course of the school year 2013/2014, which is developed with a group of 4 th grade of the 1st cycle of elementary education. Its main objective is to understand the potentialities of Scratch for learning mathematics and the constraints that might arise during its use in the classroom. In particular, it aims to understand mathematical concepts and ideas that emerge in developing projects with Scratch, Scratch which potentialities for establishing mathematical connections and difficulties in mathematical activities involving Scratch. This is a study to understand the involvement of students in the use of a computer resource (Scratch) to work the area of mathematics. Thus, the theoretical framework, seek to clarify what is meant by learning mathematics today and discuss the role of Scratch in teaching and learning mathematics. In terms of methodology, the study was based on a qualitative research approach and on the interpretive paradigm. Data were collected through participant observation, interviews and document collection. The study results reveal that the vast majority of students was very interested and involved in any activity developed with Scratch. Among the reasons for their interest and involvement, are the capacity to develop projects where they had some autonomy and the opportunity to share questions/concerns and strategies they used to overcome their difficulties. In this process, the students consolidate knowledge and understand concepts that had not yet been able to realize until then. In addition, several students were beyond what they are asked for. This situation has arisen, in particular, concerning the "decoration" of projects and when, in an attempt to program the construction of some polygons, they figured out how to draw others. Regarding the difficulties experienced, there were some differences. In general, the main difficulties were the selection of commands for the construction in Scratch, of the first two regular polygons and the preparation of written records to describe their reasoning. These difficulties have generated, in some cases, an initial lack of motivation, which no longer exists as soon as the students began to understand how to do the constructions and the arguments they had to use.
Bressan, Manuelle Lopes Quintas. "Scratch! um estudo de caso." Universidade Tecnológica Federal do Paraná, 2016. http://repositorio.utfpr.edu.br/jspui/handle/1/2713.
Full textThe study aimed to analyze how and if a Visual Programming Environment can contribute by supporting the creative processes of adolescents, an auxiliary tool for learning by problem solving, encouraging new ways of using ICT in education. This study is justified by the need to deepen the issues related to the use of ICT in Basic Education teachers and not only the use of projectors and videos to replace the chalkboard, or research tools in search engines only to convey information in order to favor traditional teaching methodologies. As a research methodology was chosen qualitative approach to interpretation, the study of case type. The seizure of the data was in experimental field through socio-educational and daily quiz board, followed by analysis of content and description of the results obtained. Study participants were adolescents from 13 public and private elementary schools and high school in the city of Araucaria-Pr. The study showed the development of higher psychological functions, computational thinking in students such as attention, memory and perception. These skills were observed during the preparation of projects, through the comprehension skills, planning, retrospect and development of individual and collective strategies to solve the problems encountered. This study differs from others already undertaken with Scratch therefore emphasizes the pursuit of freedom and creativity of the subjects students in developing their own projects, as a strategy for autonomy.
Marrs, Jo-Ann. "Developing a Course from Scratch." Digital Commons @ East Tennessee State University, 2007. https://dc.etsu.edu/etsu-works/7111.
Full textCohen, Hagit Haya. "Textiled Becomings: Making from Scratch." Thesis, Griffith University, 2011. http://hdl.handle.net/10072/366908.
Full textThesis (PhD Doctorate)
Doctor of Philosophy (PhD)
School of Humanities
Arts, Education and Law
Full Text
Damarla, Gowrisankar. "Determination of Wear in Polymers Using Multiple Scratch Test." Thesis, University of North Texas, 2004. https://digital.library.unt.edu/ark:/67531/metadc4627/.
Full textRosenbaum, Eric (Eric Ross). "Jots : cultivating reflective learning in scratch." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/55197.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 121-123).
This thesis introduces the Jots system, a new technology designed to engage children in reflective learning as they work on design projects. Jots enables children to create brief updates, or "jots," describing their frustrations, achievements and other thoughts and feelings while creating projects in the Scratch programming environment. Later children can look back at their jots to reflect on their own design and learning processes. This thesis introduces an approach to reflective learning in four facets: cognitive, emotional, social and temporal. The design of the Jots system, as well as its development over time, are discussed. An empirical study with three middle school students who used jots in a facilitated context is analyzed in case studies and categorizations. The results of the study are examined in terms of the four aspects of reflection, and ideas for future work are presented.
by Eric Rosenbaum.
S.M.
Mohan, Samarth. "Discovering the hidden users of Scratch." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119730.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 52-54).
Usage statistics ("telemetry data") have become an essential tool for understanding how complex systems are used and how to improve them. However, many of these systems are deployed in areas with limited internet connectivity which hampers the ability to collect telemetry data. In this thesis, we describe a telemetry data collection system built for the Scratch programming language to collect usage data regarding how Scratch is being used in areas with poor internet connections. We develop the system to allow users to opt-in to sharing their usage and project data with the Scratch research team at the MIT Media Lab. The data is stored locally on the user's machine until it is ready to be transmitted. Once network conditions are appropriate, the packets are transmitted to a server which verifies the contents of the packet and stores it in a data storage cluster. We aggregate the data and build a visualization dashboard to examine usage patterns, geolocation statistics, and project content for Scratch users all around the world.
by Samarth Mohan.
M. Eng.
Muhammad, Mansha. "Improving the scratch resistance of PMMA." Strasbourg, 2011. http://www.theses.fr/2011STRA6087.
Full textThe objective of thesis was to study the improvement of scratch resistance by using plasticizers. The aim in the beginning was that the improvement of the scratch resistance can be obtained as an effect of reduction of the coefficient of friction. The experimental results confirm that various fatty acid amides are effective only in small quantities to reduce the coefficient of friction of PMMA, and that an excess decrease this benefit because of their "gumming" effect on surface. This work showed and confirmed that the yielding at the contact is decreased significantly for the samples showing lower coefficient of friction. This reduction in the coefficient of friction by the fatty acid amides cannot be correlated with the change in surface free energy, and is without changing much the bulk behaviour at submicronic or macroscopic scale. Lt can be said that friction is reduced by modifying the bulk behaviour only for very low thickness which is not detectable by the nano indentation. The relation between the rear contact angle, contact strain, contact pressure and the coefficient of friction reveals that the maximum effect of coefficient of friction on the rear contact angle and the contact pressure is mainly during the plastic range of contact. The effect of coefficient of friction on rear contact angle during the elastic plastic and entirely plastic domain is almost negligible. As the plastic domain of the material depends mainly on the bulk mecanical properties: therefore to improve the scratch resistance of polymers, lt would be necessary to emphasize to modify the bulk behaviour of the materials
KAUL, PAYAL. "SCRATCH RESISTANCE OF COATED FLOORING MATERIALS." University of Cincinnati / OhioLINK, 2005. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1123268292.
Full textJain, Parijat. "Prediction of aqueous solubility from SCRATCH." Diss., The University of Arizona, 2008. http://hdl.handle.net/10150/193517.
Full textWong, Min Hao. "The development of scratch test methodology and characterization of surface damage of polypropylene." Texas A&M University, 2003. http://hdl.handle.net/1969.1/1194.
Full textMoghbelli, Ehsan. "Insights in fundamental scratch behavior of polymeric materials." [College Station, Tex. : Texas A&M University, 2007. http://hdl.handle.net/1969.1/ETD-TAMU-1941.
Full textBujard, Bernard. "Hypotheses for Scratch Behavior of Polymer Systems that Recover." Thesis, University of North Texas, 2002. https://digital.library.unt.edu/ark:/67531/metadc3153/.
Full textHwang, Ting-Hsiang Tony. "Exploring real-time video interactivity with Scratch." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/77018.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 40-41).
Real-time video interactivity is becoming increasingly popular in today's world with the advent of better and more affordable video input devices. With the recent release of the Microsoft Kinect followed by an official Kinect SDK, there has been an explosion of activity around utilizing this now easily-accessible video sensor data. Many creative uses have surfaced including object recognition, gesture recognition, and more. The audience capable of taking full advantage of these video technologies continues to be a technical crowd, likely with a background in computer science. But what if such video technology were made accessible to a much more diverse crowd? This thesis presents a set of computer vision tools for exploration of the real-time video interactivity space in the context of Scratch (scratch.mit.edu), a graphical block-based programming language accessible to all ages. To decide what functionality to provide to Scratch users, various computer vision algorithms are tested, including object detection, object recognition, face recognition and optical flow. Ultimately, an optical flow implementation is realized and its generative abilities are observed through testing with different user groups.
by Ting-Hsiang Tony Hwang.
M.Eng.
Wang, Peng-zhu. "Investigation of scratch damage on polymer materials." Thesis, University of Cambridge, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.620732.
Full textGorbatyuk, K. S. "Can we create a human from scratch?" Thesis, Сумський державний університет, 2012. http://essuir.sumdu.edu.ua/handle/123456789/28686.
Full textKhatib, Jamal F. "Mineral-filled polypropylene: Improvement of scratch resistance." Thesis, University of North Texas, 2001. https://digital.library.unt.edu/ark:/67531/metadc3009/.
Full textFullick, Julia. "You Scratch My Back and I'll Scratch Yours: Mentor-Perceived Costs and Benefits and the Functions They Provide Their Proteges." Master's thesis, University of Central Florida, 2008. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2278.
Full textM.S.
Department of Psychology
Sciences
Industrial Org Psychology MS
Ventorini, André Eduardo. "CONSTRUÇÃO DE RELAÇÕES FUNCIONAIS ATRAVÉS DO SOFTWARE SCRATCH." Universidade Federal de Santa Maria, 2015. http://repositorio.ufsm.br/handle/1/6756.
Full textThis dissertation presents the delineation of a research for Master's Degree involving students of the first year of High School, which has the objective of analyzing the potentialities of the software Scratch for the elaboration of learning objects in the construction process of functional relationships involving functions. This is a qualitative research. The activities developed deal with the idea of function, inverse function and Cartesian Plane and were dynamized with three groups of students at a school in the city of Santa Maria/RS. As theoretical support it was adopted the Theory of Conceptual Fields of Gerard Vergnaud and the Theory of Constructionism developed by Seymour Papert due to the important role for the study of cognitive functioning of the subjects- in-situation and the contribution of the computer in the comprehension of Mathematical concepts. In order to promote the construction of functional relationships, activities have been planned with the use of the Scratch software, allowing the student to perform several trials involving concepts of function. The results show that the use of the Scratch for learning functions enables students to make deductions, anticipations, control results, conclusions, assisting in the formalization and abstraction of these concepts, when inserted into an environment of resolution of situations and research.
Esta dissertação apresenta o delineamento de uma pesquisa de mestrado envolvendo alunos do primeiro ano do Ensino Médio, a qual tem por objetivo analisar as potencialidades do software de programação Scratch na elaboração de objetos de aprendizagem no processo de construção das relações funcionais envolvendo funções. Trata-se de uma pesquisa de cunho qualitativo. As atividades elaboradas versam sobre a ideia de função, função inversa e o plano cartesiano e foram dinamizadas junto a três turmas de alunos de uma escola da cidade de Santa Maria/RS. Como aporte teórico adota-se a Teoria dos Campos Conceituais de Gerard Vergnaud e a Teoria do Construcionismo de Seymour Papert devido ao papel importante no estudo do funcionamento cognitivo do "sujeito-em-situação" e da contribuição do computador na compreensão dos conceitos matemáticos. Com o intuito de propiciar a construção das relações funcionais, as atividades foram planejadas com o uso do software Scratch, permitindo que o aluno realize diversas experimentações envolvendo conceitos da função. Os resultados apontam que a utilização do Scratch para a aprendizagem de funções oportuniza ao aluno fazer deduções, antecipações, controlar resultados, tirar conclusões, auxiliando na formalização e abstração desses conceitos, quando inserido em um ambiente de resolução de situações e investigação.
Parry, Glenn Charles. "Scratch resistant coatings produced by sol-gel techniques." Thesis, University of Cambridge, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.620938.
Full textHilbig, Travis. "Scratch Modeling of Polymeric Materials with Molecular Dynamics." Thesis, University of North Texas, 2012. https://digital.library.unt.edu/ark:/67531/metadc149608/.
Full textWIRASATE, SUPA. "SCRATCH BEHAVIOR OF POLY(carbonate) FILM/SUBSTRATE SYSTEMS." University of Cincinnati / OhioLINK, 2005. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1131995339.
Full textCHAKRAVARTY, SRINIVAS L. N. "DEVELOPMENT OF SCRATCH RESISTANT PECVD SILICA-LIKE FILMS." University of Cincinnati / OhioLINK, 2000. http://rave.ohiolink.edu/etdc/view?acc_num=ucin973542599.
Full textKrupicka, Andreas. "Use and interpretation of scratch tests on organic coatings." Doctoral thesis, KTH, Polymer Technology, 2002. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-3357.
Full textWang, Xueqin. "Characterization of scratch and mar resistance of automotive clearcoats." Thesis, Georgia Institute of Technology, 1997. http://hdl.handle.net/1853/8695.
Full textBard, Romain (Romain M. ). "Analysis of the scratch test for cohesive-frictional materials." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61521.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (p. 143-148).
In this thesis we develop analytical solutions for the relations between scratch hardness and strength properties of cohesive-frictional materials of the Mohr-Coulomb and Drucker-Prager type. Based on the lower-bound yield design approach, closed form solutions are derived for frictionless scratch devices, and validated against computational upper bound and elastoplastic Finite Element solutions. The influence of friction at the blade{material interface is also investigated, for which a simple computational optimization is proposed. The model is extended to porous cohesive-frictional materials through the use of a homogenized strength criterion based on the Linear Comparison Composite theory. Relations between scratch hardness, porosity and strength properties are proposed in the form of fitted functions. Illustrated for scratch tests on cement paste, we show that the proposed solutions provide a convenient way to determine estimates of cohesion and friction parameters from scratch data, and may serve as a benchmark to identify the relevance of strength models for scratch test analysis.
by Romain Bard.
S.M.
Kareer, Anna. "Nano-scratch hardness and the Lateral Size Effect (LSE)." Thesis, University of Leicester, 2015. http://hdl.handle.net/2381/31844.
Full textAbdalla, Lena(Lena A. ). "Classification of computer programs in the Scratch online community." Thesis, Massachusetts Institute of Technology, 2020. https://hdl.handle.net/1721.1/129862.
Full textCataloged from student-submitted PDF of thesis.
Includes bibliographical references (pages 133-136).
Scratch is a graphical programming platform that empowers children to create computer programs and realize their ideas. Although the Scratch online community is filled with a variety of diverse projects, many of these projects also share similarities. For example, they tend to fall into certain categories, including games, animations, stories, and more. Throughout this thesis, I describe the application of Natural Language Processing (NLP) techniques to vectorize and classify Scratch projects by type. This effort included constructing a labeled dataset of 873 Scratch projects and their corresponding types, to be used for training a supervised classifier model. This dataset was constructed through a collective process of consensus-based annotation by experts. To realize the goal of classifying Scratch projects by type, I first train an unsupervised model of meaningful vector representations for Scratch blocks based on the composition of 500,000 projects. Using the unsupervised model as a basis for representing Scratch blocks, I then train a supervised classifier model that categorizes Scratch projects by type into one of: "animation", "game", and "other". After an extensive hyperparameter tuning process, I am able to train a classifier model with an F1 Score of 0.737. I include in this paper an in-depth analysis of the unsupervised and supervised models, and explore the different elements that were learned during training. Overall, I demonstrate that NLP techniques can be used in the classification of computer programs to a reasonable level of accuracy.
by Lena Abdalla.
M. Eng.
M.Eng. Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science
Atroshenkova, Anastasiia, and Анастасія Олександрівна Атрошенкова. "Strength properties investigation of glass by scratch test method." Thesis, National Aviation University, 2021. https://er.nau.edu.ua/handle/NAU/54160.
Full textThis master thesis is dedicated to the сomparative study of glass strength using scratch test technique. The methods of investigation are scratch tests, nanoindentation and calculation methods for results analysis.
Ця магістерська робота присвячена порівняльному вивченню міцності скла за допомогою методики випробування дряпанням. Методами дослідження є скретч-тести, наноіндентування та розрахункові методи аналізу результатів.
Dasari, Aravind. "On toughening and wear/scratch damage in polymer nanocomposites." Thesis, The University of Sydney, 2007. http://hdl.handle.net/2123/1911.
Full textDasari, Aravind. "On toughening and wear/scratch damage in polymer nanocomposites." University of Sydney, 2007. http://hdl.handle.net/2123/1911.
Full textThe drastic improvements in stiffness and strength even with the addition of small percentage of clay to a polymer are commonly traded-off with significant reductions in fracture toughness. It is believed that the presence of a stiff nano-filler will restrict the mobility of the surrounding matrix chains, and thus limit its ability to undergo plastic deformation, thereby decreasing their fracture toughness. To understand the role of rigid nano-fillers, like clay and their constraint effect on the surrounding polymer matrix, the effects of preferentially organized polyamide 6 lamellae in the vicinity of organoclay layers on the toughening processes are studied and compared with polyamide 6 filled with an elastomeric additive (POE-g-MA). It is suggested that to impart high toughness to polymer/organoclay nanocomposites, full debonding at the polymer-organoclay interface is necessary so that shear yielding of large volumes of matrix material can be enhanced. However, due to the strong tethering junctions between the individual organoclay layers and the matrix, full-scale debonding at the polymer-organoclay interface is rarely observed under stress conditions indicating that the constraint on the polymer adjacent to the clay is not relieved. Therefore, this has led to the development of ternary nanocomposites by adding a soft elastomeric dispersed phase to polymer/clay systems to obtain well-balanced mechanical properties. Polyamide 66/SEBS-g-MA/organoclay nanocomposites are prepared with four different blending protocols to understand the effect of blending protocol on the microstructure, mechanical properties and fracture mechanisms of the ternary nanocomposites so as to obtain new insights for producing better toughened polymer nanocomposites. In general, it is found that the level of enhancement of fracture toughness of ternary nanocomposites depends on: (i) the location and extent of dispersion of organoclay and (ii) the internal cavitation of rubber particles leading to effective relief of crack-tip tri-axial constraint and thus activating the matrix plastic deformation. Based on the wear/scratch damage studies on different polymer nanocomposite systems, it is suggested that elastic modulus and toughness of polymer nanocomposites are not the predominant factors controlling the material removal or friction coefficient and cannot be the sole indicators to compare and rank candidate materials. It is also found that nano-fillers by themselves, even if uniformly dispersed with good interfacial interaction with the matrix, do not irrevocably improve the wear (and friction) properties. Although it is important to consider these factors, it is necessary to thoroughly understand all microstructural parameters and their response to wear/scratch damage. Other important factors that should be considered are the formation of a uniform and stable transfer film on the counterface slider and the role of excessive organic surfactants or other modifiers added to disperse nanoparticles in a polymer matrix. It is also emphasized that the mechanisms of removal of materials during the wearing/scratching process should be studied meticulously with the use of high resolution microscopic and other analytical tools as this knowledge is critical to understand the surface integrity of polymer nanocomposites.
Kurkcu, Pinar. "Modification Of Polypropylene Films For Antistatic And Anti-scratch Properties." Master's thesis, METU, 2007. http://etd.lib.metu.edu.tr/upload/12609067/index.pdf.
Full text#8217
s modulus of the polypropylene films. In addition, tensile strength and elongation at break of polypropylene films were enhanced significantly with insertion of the additives regardless of the additive type.
Dyrda, Katia Marjolaine. "Adhesion characterization of hard ceramic coatings by the scratch test." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk2/ftp03/MQ37948.pdf.
Full textDominguez, Angel. "Heap data allocation to scratch-pad memory in embedded systems." College Park, Md. : University of Maryland, 2007. http://hdl.handle.net/1903/6721.
Full textThesis research directed by: Electrical Engineering. Title from t.p. of PDF. Includes bibliographical references. Published by UMI Dissertation Services, Ann Arbor, Mich. Also available in paper.
Gregg, Elizabeth A. "Teaching Critical Media Literacy Through Videogame Creation in Scratch Programming." Thesis, Loyola Marymount University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3638178.
Full textCritical media literacy (Kellner & Share, 2005) may better equip children to interpret videogame content and to create games that are nonviolent and socially just. Videogames are growing in popularity in classrooms. Yet educators and parents have concerns about the violent and stereotypical content they include. An earlier study based on the curriculum Beyond Blame: Challenging Violence in the Media (Webb, Martin, Afifi, & Kraus, 2009) examined the value of a media awareness curriculum. In this mixed-method study, I explored the effectiveness of a critical media literacy program that incorporated collaboratively creating nonviolent or socially-just games in teaching fourth-grade students the factors of awareness of violence, marketing, and critical media literacy. Qualitative data collected from teacher reflection notes, student journals, Scratch projects, and interviews revealed the positive effects of the program. Quantitative data supported these conclusions. This highlights the need for schools to engage students in computer programming as a means to learn academics, while educating students in critical media literacy to better enable them to navigate wisely the media saturated world in which they live. In learning programming, students engage in collaborative work, their interactions helping them to collectively create meaning for the symbols they create. Set in a framework of critical media literacy and symbolic interactionism (Blumer, 1969; Mead, 1934), this study provides an innovative model for teaching computer programming and critical media literacy skills to students.
Chen, Rita. "ScratchStats : a site for visualizing and understanding scratch usage data." Thesis, Massachusetts Institute of Technology, 2010. http://scratch.mit.edu.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 65-66).
This thesis introduces ScratchStats, an extension to the Scratch website where users can view and understand Scratch usage data through a series of interactive visualizations. Scratch is a visual programming language that makes it easy to create interactive stories, games, and artwork. Accompanying the Scratch application is the Scratch Online Community, a website that allows users to upload and share their creations. The visualizations created in this thesis describe community, personal, and network statistics. ScratchStats aims to provide answers to questions about Scratch usage, promote reflection and introspective learning, and aid in teaching data literacy.
by Rita Chen.
M.Eng.
Wyrobnik, David J. (David Joseph). "Design and implementation of search for the Scratch Online Community." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/106393.
Full textThis electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (page 52).
The Scratch Online Community has been experiencing rapid growth and has around 9.5 million users and 12.5 million shared projects today. This exponential growth introduces a need for a new Search infrastructure that will enable users to find and discover more relevant projects, while allowing the Scratch team to control the ranking of search results. This thesis presents a complete Search system that will be deployed on the Scratch website and a novel visual tool named FIRST (Fast Iterative Relevance Search Tool) that aids in the process of defining a useful relevance function for Search.
by David J. Wyrobnik.
M. Eng.
Gregg, Elizabeth Anne. "Teaching Critical Media Literacy Through Videogame Creation in Scratch Programming." Digital Commons at Loyola Marymount University and Loyola Law School, 2014. https://digitalcommons.lmu.edu/etd/199.
Full textBeug, Anne. "Teaching Introductory Programming Concepts: A Comparison of Scratch and Arduino." DigitalCommons@CalPoly, 2012. https://digitalcommons.calpoly.edu/theses/778.
Full textUdayakumaran, Sumesh. "Compiler-decided dynamic memory allocation for scratch-pad based embedded systems." College Park, Md. : University of Maryland, 2006. http://hdl.handle.net/1903/3789.
Full textThesis research directed by: Electrical Engineering. Title from t.p. of PDF. Includes bibliographical references. Published by UMI Dissertation Services, Ann Arbor, Mich. Also available in paper.
Takase, Hideki, Hiroyuki Tomiyama, and Hiroaki Takada. "Allocation of scratch-pad memory in priority-based multi-task systems." IEEE, 2009. http://hdl.handle.net/2237/13970.
Full textGraves, Christopher Marten-Ellis. "Scratching with all your fingers : exploring multi-touch programming in Scratch." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/91816.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (pages 79-80).
Since the introduction of the iPhone in 2007, many millions of people have used a multi-touch interface; but, due to the inaccessibility of most tablet software development kits, very few of these people have ever developed their own multi-touch interactions. This thesis discusses the challenges in developing a toolkit that allows novices to easily make simple touch-interactive projects, while simultaneously empowering experienced users to create complex, personalized multi-touch interactions. Three potential toolkit designs are presented and evaluated using the principle of "low floors, wide walls, and high ceilings." The toolkits presented have been developed within the context of an upcoming tablet version of Scratch, which aims to allow users of all ages and educational backgrounds (but school-aged children in particular) to easily make and share their own stories, games, and animations on and for the tablet.
by Christopher Marten-Ellis Graves.
M. Eng.
Rodeghiero, Carolina Campos. "Aprendizagem conectada em modos de participação no Scratch: proposta de tipologia." Universidade Catolica de Pelotas, 2016. http://tede.ucpel.edu.br:8080/jspui/handle/tede/600.
Full textMade available in DSpace on 2017-05-22T14:11:11Z (GMT). No. of bitstreams: 1 Carolina Campos.pdf: 5605891 bytes, checksum: 8aa012d3181655f9ee5a53d3ab4d6a7f (MD5) Previous issue date: 2016-12-08
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Learning what seems relevant to the academic formation deserves the constant scientific investigation for the world we live in. Today, communication technologies are a part of the personal and professional lives of adults and youth in ways never seen before. The formal education environment, on the other hand, doesn’t look into the same technologies as allies to the classroom learning, and so many times builds a wall between communication tools that students love to use and their scholar curriculum. Considering the necessity of discussion on learning in informal environments, this thesis was made with the goal of bringing to the surface, using educational studies for this context, a learning model for discussions in online forums. To accomplish that, we present the case of Scratch, a tool used for the creation of projects through blocks language, from computer science. Using Scratch’s online discussion forums, we collected data from its participants’ conversations, and visualized the data using Social Network Analysis (SNA) tools to see these groups’ content and members as a network. Our research corpus consists of data from eight (8) online forums, collected in two moments: August and September 2015; and again in August and September of 2016. Later, we did the data analysis: first the network one, highlighting who were the most influential participants in the forums and what roles they have played on it; and then, by the content analysis, it was possible for us to understand the subjects that users talked about most, and also to see the frequency of word pairs appeared in the discussions. As a contribution to the first two analyses, we’ve clipped 20 messages found in our corpus data as a complement to the understanding of data context. Finally, we based our thesis on the Connected Learning theories (ITO ET AL, 2013) to point in the results what can be like this considered in the actors relations. Composing the final purpose of this research, we propose the connected learning model in Scratch, creating a typology for its members’ ways of participation. In the end, we suggest new ways of participation that might be applied to Scratch or other communities so it can direct its members’ activities to a learning model based on social interactions.
Aprender informalmente o que é relevante à formação acadêmica merece o constante aprofundamento científico necessário ao contexto em que vivemos atualmente. Hoje, as tecnologias de comunicação fazem parte da vida pessoal, escolar e profissional de adultos, jovens e crianças como jamais o foi anteriormente. O ambiente escolar formal, no entanto, não busca nas mesmas tecnologias aliados para trabalhar a aprendizagem em sala de aula, e muitas vezes constrói um muro entre as ferramentas de comunicação que os alunos têm prazer em utilizar e o currículo escolar. Considerando a necessidade de discussão sobre aprendizagens em ambientes informais, esta tese foi realizada objetivando trazer à tona, observando estudos sobre a educação nesses contextos, um modelo de aprendizagem em fóruns de discussão online. Para isso, apresentamos o caso do Scratch, uma ferramenta utilizada para a criação de projetos por meio da programação em linguagem de blocos, utilizada na computação. Considerando os fóruns online do Scratch, extraímos dados de conversações realizadas por seus participantes, e os configuramos enquanto grafos por meio de ferramentas da Análise de Redes Sociais (ARS), para observarmos a constituição desses grupos enquanto rede e no que se refere ao conteúdo das conversações ali expostas. Por corpus do estudo, selecionamos dados de oito (8) fóruns, coletados em dois momentos: agosto e setembro de 2015; e, em 2016, no mesmo período, passado um ano da primeira coleta. Posteriormente, realizamos a análise dos dados, primeiramente com a análise de redes, destacando quais foram os participantes mais influentes nos fóruns e o papel que desempenharam. Já pela análise de conteúdo foi possível entender os temas mais abordados pelos usuários, sua continuidade ou desistência, e as co-ocorrências de palavras existentes nessas discussões. Em contribuição às duas primeiras formas de análise, buscamos em 20 recortes de mensagens nos fóruns integrantes do corpus o complemento para compreendermos o contexto dos dados. Finalmente, nos baseamos nas teorias da Aprendizagem Conectada (ITO ET AL, 2013) para apontar nos resultados o que pode ser constituído como tal nas interações entre os sujeitos da pesquisa. Constituindo a proposta final deste trabalho, propomos o modelo de aprendizagem conectada do Scratch, criando para isso uma tipologia dos modos de participação de seus integrantes. No fechamento, sugerimos, ainda, novos modos de participação que podem ser aplicados ao Scratch para que o mesmo direcione as atividades de seus integrantes à aprendizagem baseada em interações sociais.