Tesis sobre el tema "Instructional design, computer assisted instructional design, special education"

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1

Merrill, John Austin. "Levels of questioning and forms of feedback : instructional factors in courseware design /". The Ohio State University, 1985. http://rave.ohiolink.edu/etdc/view?acc_num=osu148726053195859.

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2

Parish, Mary Jo Rhodes Dent. "An instructional design for adult literacy tutor training using computer assisted interactive media". Normal, Ill. Illinois State University, 1992. http://wwwlib.umi.com/cr/ilstu/fullcit?p9311287.

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Thesis (Ed. D.)--Illinois State University, 1992.
Title from title page screen, viewed February 2, 2006. Dissertation Committee: Dent M. Rhodes (chair), Gayle Flickinger, Karl Taylor, Deborah B. Gentry. Includes bibliographical references (leaves 204-220) and abstract. Also available in print.
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3

Njenga, James Kariuki. "Instructional design process in a web-based learning management system: design, implementation and evaluation issues". Thesis, University of the Western Cape, 2005. http://etd.uwc.ac.za/index.php?module=etd&amp.

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Web technologies have necessitated a transformation culture in higher education
institutions. Many of these institutions are employing web technologies whose
development, for varying reasons, is not supported by research in their field and
domain of use. One such field is instructional design for the web learning.
Although there is a lot of research on the most effective instructional design
strategies, the use of research for web-based learning applications has been
limited.

This thesis reports on a study aimed at transforming the research on instructional
design into practice by designing an instructional design system and providing an
argument for its implementation. The argument is intended to facilitate the design
and development of an instructional design subsystem of the web, that would in
turn offer effective and efficient ways for creating web-based learning materials
to instructors.

The study started by examining the various paradigms, theories and practices of
instructional design with the intent of using them to enrich and improve the
practice of instructional design in web learning. It undertook a thorough and
systematic review of the literature on instructional design in order to come up
with an instructional design system. The design approach used successful design
patterns that have been used elsewhere, e.g. in software design, to create common
responses or solutions to recurrent problems and circumstances. Instructional
design patterns were identified in this study as the recurrent problems or processes
instructional designers go through while creating instructional materials, whose
solutions can be reused over and over again.

This study used an iterative developmental research process of finding and
modelling an instructional design process as the research methodology. This
process follows and builds on existing research on instructional models, theories
and strategies, and ensures that the same methodology can be used to test the
theories in the design, thus improving both the research and the design.

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4

Skinner, Michael E. "Design and evaluation of a computer-assisted instructional program on concepts in applied behavior analysis /". The Ohio State University, 1986. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487267546983119.

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5

Olsafsky, Barbara L. "Rethinking learner-centered instructional design in the context of "No child left behind"". Columbus, Ohio : Ohio State University, 2006. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1155345888.

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6

Keeler, Christy Geldbach. "Developing and using an instrument to describe instructional design elements of high school online courses /". view abstract or download file of text, 2003. http://wwwlib.umi.com/cr/uoregon/fullcit?p3113010.

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Thesis (Ph. D.)--University of Oregon, 2003.
Typescript. Includes vita and abstract. Includes bibliographical references (leaves 425-442). Also available for download via the World Wide Web; free to University of Oregon users.
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7

Masiewicz, Andrew Casimer. "Instructional designer's toolkit: A practical approach to the effective design of instruction". CSUSB ScholarWorks, 2003. https://scholarworks.lib.csusb.edu/etd-project/2345.

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The purpose of the project was to develop a web-based instructional design tool. The tool provides guidelines, templates, and checklists to simplify the overall process, and give the designer a path to follow to help manage the instructional design project. It is based on the generalized model of Instructional Systems Design (ISD), but is applicable to the design of instructional materials for delivery by an instructor, by Computer-based Training (CBT), or a combination of instructor-led and technology-based delivery.
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8

Bailey, Thomas Everett. "The effect of computer-assisted instruction in improving mathematics performance of low-achieving ninth-grade students". W&M ScholarWorks, 1991. https://scholarworks.wm.edu/etd/1539618758.

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The purpose of this study was to determine whether computer assisted instruction of mathematics produces significantly greater improvement in mathematics performance of low achieving ninth grade students than teaching mathematics skills without computer assisted instruction.;The sample consisted of four classes (N = 46) of ninth grade students who had registered for the course "Mathematics Nine," and whose eighth grade ITBS scores fell between the 1st and 30th national percentile. Identified students were randomly assigned to one of four instructors and one of two instructional groups (computer assisted instruction or non computer instruction). Two classes with different instructors were taught the standard 9th grade mathematics curriculum augmented with computer instructed drill and practice, simulation, and games. Two classes with different instructors were taught the standard 9th grade mathematics curriculum with the conventional (teacher directed) instructional technique without computer assisted instruction. The treatment group used 16 Apple IIe microcomputers. Treatment and control groups were taught at alternating periods 3rd through 6th for 50 minutes daily. The Iowa Test for Basic Skills mathematics subtest and the Test of Achievement and Proficiency mathematics subtest were administered to all students as pretest-posttest measures of student performance in mathematics. A system wide standard exam was administered first and second semester to assess student performance in terms of the divisions mathematic program and as multiple indicators of treatment effect.;The major findings of the study were: (1) Significant differences (p {dollar}<{dollar}.05) in total mathematics achievement gains were found between students receiving computer assisted instruction and those not receiving CAI. Students receiving CAI increased mean scores on ITBS/TAP from the 11th percentile to the 30th percentile. (2) No significant differences (p {dollar}<{dollar}.05) in computation, concepts, and problem solving achievement gains were found between students receiving computer assisted instruction and those not receiving CAI. (3) No significant differences (p {dollar}<{dollar}.05) were found in the performance of the non-computer and the computer groups on the division city-wide exams.
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9

Van, Loon Carey Brunner, Frances Berdan y Edward A. Stark. "EthnoQuest: An interactive multimedia simulation for cultural anthropology fieldwork". CSUSB ScholarWorks, 1999. https://scholarworks.lib.csusb.edu/etd-project/1938.

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EthnoQuest, an interactive multimedia CD-ROM simulating a visit to a fictional village named Amopan, was conceived as an adjunct to college-level classroom instruction in introductory anthropology courses. Since these classes typically involve large numbers of students, the logistics on conducting actual fieldwork pose serious problems for instructors and students alike. The conception of an engaging, interactive, accessible learning tool that incorporates appropriate pedagogical principles has found its ultimate expression in EthnoQuest.
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10

Latham, Patricia S. "The impact of instructional design in a case-based, computer-assisted instruction module on learning liver pathology in a medical school pathology course". Thesis, The George Washington University, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3680721.

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The purpose of this quantitative experimental study was to test the impact of three learning interventions on student learning and satisfaction when the interventions were embedded in the instructional design of case-based, Computer-Assisted Instruction (CAI) modules for learning liver pathology in an in-class, self-study, laboratory exercise during a Year-2 medical school Pathology course. The hypothesis was that inclusion of the learning interventions would enhance student satisfaction in using the CAI and improve subsequent CAI-directed exam performance. Three learning interventions were studied, including the use of microscopic virtual slides instead of only static images, the use of interactive image annotations instead of only still annotations, and the use of guiding questions before presenting new information. Students were randomly assigned to with one of eight CAI learning modules configured to control for each of the three learning interventions. Effectiveness of the CAI for student learning was assessed by student performance on questions included in subsequent CAI-directed exams in a pretest and on posttests immediately after the lab exercise, at two weeks and two months. Student satisfaction and perceived learning was assessed by a student survey.

Results showed that the learning interventions did not improve subsequent student exam performance, although satisfaction and perceived learning with use of the CAI learning modules was enhanced. Student class rank was evaluated to determine if the learning interventions might have a differential effect based on class rank, but there were no significant differences. Class rank at the time of the lab exercise was itself the strongest predictor of exam performance.

The findings suggest that the addition of virtual slides, interactive annotations and guiding questions as learning interventions in self-study, case-based CAI for learning liver pathology in a medical class room setting are not likely to increase performance on subsequent MCQ-based exams, but student satisfaction with use of the CAI can be enhanced, which could provide to be an incentive for students to use similar CAI learning modules for future self-directed learning.

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11

Beck, Michael Joseph. "Educational software that requires no training to use". CSUSB ScholarWorks, 1997. https://scholarworks.lib.csusb.edu/etd-project/1182.

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The goal of this project is to create a piece of educational software that most anyone can use without prior instruction. The intended audience is secondary level students and up. The content of the software is in the form of a data bank on vertebrates and invertebrates of the Caribbean ocean.
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12

Tai, C. N. y 戴靜妮. "An instructional-design theory guide for producing effective self-learning multimedia programs for training adult learners in the HangSeng Bank". Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2003. http://hub.hku.hk/bib/B29614399.

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13

Stott, Debbie. "A framework for evaluating instructional design models resulting in a model for designing and developing computer based learning tools with GIS technologies". Thesis, Rhodes University, 2005. http://hdl.handle.net/10962/d1003430.

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With the increasing pressures and concerns in education regarding capability, lifelong learning, higher order cognitive skills, transdisciplinary education and so on, educators are seeking fresh ways to teach and new tools to support that teaching. In South Africa, Outcomes Based Education (OBE) has identified critical outcomes (skills) across all subject areas such as problem solving, teamwork, fostering critical thinking etc. as a way of responding to these pressures and concerns. But OBE has been criticised for lacking the necessary tools to develop these critical skills and to promote cross-discipline learning. One innovative way of offering transformative teaching, instruction and learning that may foster the development of these critical skills, particularly those concerned with critical thinking, is by using geographic information systems (GIS) technologies. The scope for using these technologies in secondary education is now being realised for teaching the more generic, cross-discipline skills described whereby students are learning not only about GIS but also with GIS. This realisation provides the opportunity to create flexible, computer-based learning materials that are rooted in authentic, real-world contexts, which aim to enhance the cognitive skills of the students. If these technologies can be used in an innovative way to develop critical outcomes and skills, a model needs to be defined to aid the design and development of learning materials using these technologies for use in schools. The primary aim of this study has been to develop such a model; a model which emphasises the development of real-world learning materials that develop higher-order thinking skills in learners. Another key product of this study is the submission of a comprehensive yet flexible framework for evaluating instructional design models found in the educational literature in order to determine if these design models can be used to develop learning materials forparticular contexts.
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14

Sudyka, Tracee Dee. "Habitats online: A collaborative telecommunications project". CSUSB ScholarWorks, 1997. https://scholarworks.lib.csusb.edu/etd-project/1485.

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This project develops a collaborative telecommunications project called Habitats Online. Review of the literature indicates that collaborative telecomunication projects, like Habitats Online, engage students in rich learning experiences and establish a network of future citizens who have a greater understanding of our environment and global communications. This master's project specifically addresses these issues.
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15

Sammadyar, Abdul Wahid. "An investigation into the appropriateness of using agile processes to build an educational management information system". Thesis, University of the Western Cape, 2010. http://etd.uwc.ac.za/index.php?module=etd&action=viewtitle&id=gen8Srv25Nme4_4324_1308727180.

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Since there was a need for an Educational Management Information System (EMIS) in the Ministry of Education in Afghanistan, we designed and implemented a prototype for use in the ministry and investigated the appropriateness of using Agile methods for producing the EMIS. The prototype consisted of a database containing data about schools and a Dari interface which was used by educational planners, managers and policy makers of the ministry for decision making and planning. Agile methods are relatively new in software engineering and have an approach and development guidelines which strive for user satisfaction and early incremental delivery of software. We adapt them to local conditions due to their collaborative client-developer approach. The interface, a key component, is easy to use and e cient. The key research result is an evaluation concerning the appropriateness of using Agile Methods for developing the EMIS. Focus groups and surveys were used to develop the prototype and accomplish the study.

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16

Coulombe, Steven Louis. "Using Blackboard technologies as an instructional supplement for teaching high school chemistry". CSUSB ScholarWorks, 2001. https://scholarworks.lib.csusb.edu/etd-project/1907.

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This project attempts to use an on-line telecommunication supplement to extend the boundary of the classroom beyond the limits of time and space in order to improve communication and extend the reach of the classroom.
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17

Khan, Sumbul. "Improvement of Pedagogical Laboratory Based Learning: Multimedia Enhanced Instructional Methods". TopSCHOLAR®, 2013. http://digitalcommons.wku.edu/theses/1297.

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In engineering technology and other scientific-based education, lab-based courses play a crucial role (Ma & Nickerson, 2006). Even though laboratory experience in student learning is crucial, it faces some problems. Due to insufficient laboratory conditions that lead to overcrowding and inability to view demonstrations, the effectiveness of hands on experience declines (Tiwari & Singh, 2011; Tuysuz, 2010). Considering the limitations that constrain lab experience, investigating and implementing alternatives to enhance pedagogical laboratory based learning becomes inevitable. This study investigates multimedia enhanced pedagogical teaching methods for delivering laboratory instruction to students. The purpose of this study was to improve pedagogical laboratory based learning. First, this study implemented a multimedia enhanced pedagogical laboratory based instructional method. Second, this study evaluated the impact of multimedia enhanced instructional method on student learning outcomes to assess improvement in pedagogical laboratory based learning. To evaluate the impact of multimedia enhanced instructional method on student learning outcomes, a student population was subjected to 1) traditional laboratory lecture and 2) video lecture. This study used two different assessment techniques to evaluate the instructional methods 1) surveys and 2) quizzes. The use of these different assessment techniques achieved two purposes. First, the surveys allowed the study to receive students’ evaluation on the lecture in order to compare the two types of instructional methods. Second, the quizzes allowed measuring the students’ understanding of the demonstrations in order to evaluate the impact of multimedia enhanced instructional method on pedagogical laboratory based learning. Survey results revealed that based on overall evaluations, students prefer traditional lectures in comparison to video lectures in terms of level of interest and engagement. Furthermore, quiz results revealed that multimedia enhanced instructional methods do not have an impact on pedagogical laboratory based learning.
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18

Yang, Dai Fei. "Improving Networked Learning in Higher Education: Language Functions and Design Patterns". Thesis, The University of Sydney, 2007. http://hdl.handle.net/2123/2465.

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The thesis of this study is that two seemingly disparate research disciplines can be coalesced to develop an effective pedagogical framework for educational design in the context of networked learning. That contention is grounded in, and inspired by, the rapid developments in educational technologies which have greatly changed the landscape in teaching and learning in higher education over the last decade. The study attempts to add to the corpus of contemporary learning theory which sees students not merely as passive recipients of knowledge, but as active participants in the learning process, having much greater control over their selection of technological learning tools, learning resources and learning methodologies. This is very much in line with the shift from the traditional focus on content design and knowledge transmission towards a more student-centred design for knowledge co-construction, a development which demands the type of new thinking about the design of learning tasks and learning resources contained in this study. Also set out are new lines of action for the fashioning of a collaborative learning environment, for community interaction and the sharing of knowledge, and for promoting good teaching and learning practice. The central argument of the study is that such pedagogical goals may be attained by juxtaposing the theories of Systemic Functional Linguistics (hereafter SFL) and pattern languages. These have not, thus far, been used in combination. SFL is a well established theory in the study of language, and is used in this thesis to help analyse and classify discourses produced and shared by teachers and students in networked learning. Pattern languages have their origin in architecture. Design patterns can be used as a means of representing and sharing important and specific empirical research results and design experiences. This new knowledge can be used to support and improve the quality of educational design. The study has two central components. The first uses the SFL theoretical framework to demonstrate how text is used as a key medium in networked learning. In other words, it is argued in this section that the quality of texts has a direct impact on the quality of learning and learning outcomes. The quality of text is assessed by means of a detailed discourse analysis of selected texts. This process involves deconstructing, identifying and capturing the linguistic resources and language strategies used in the texts. The detailed discourse analysis also illustrates and reveals how language is used in the construction of knowledge and the promotion of collaboration in teaching and learning. The second component centres on the argument that SFL provides valuable language knowledge which can be represented by using Alexander’s design patterns. New knowledge encoded in these design patterns can be used by teachers and designers as reusable and shared resources to help them improve their design work. The empirical research was carried out in three phases. The first involved a) the identification of text patterns of discourses used in networked learning based on detailed discourse analysis; b) Interviewing experienced academic staff to identify their perspectives on good online teaching practices and success factors. The second phase involved using the data which emerged from these interviews and discourse analysis to model illustrative patterns. (Here, illustrative means that due to the scope of the study, it is only possible to develop a limited number of patterns to illustrate the methods used for pattern development. It is not the intention to develop a full repository of design patterns in this study). In the third (validation) phase the patterns were reviewed by two groups of academic staff, with the aim of improving these patterns. Improved patterns were then tested on a group of educational design students for their usefulness and application. It is concluded from this research that it is possible to develop design patterns which ensure the best use of linguistic resources in both the teaching and learning process. Finally, it is argued that the combination of SFL and pattern languages provides a promising theoretical framework for the complex and demanding task of educational design. Future research could make use of such a framework to explore a fuller application of the pattern- based approach for the representation of new knowledge for educational design. Suggested additional research directions include finding new ways of capturing a new pedagogical approach to mobile learning and blended learning. Also, a promising direction could be the use of SFL Appraisal theory (Martin, 2000) for the investigation on how students construct interpersonal relationships (appraise peer work) in online joint projects. In the conclusion, it is contended that through its exploration of new ground in the use of SFL and pattern language theory in the construction of education design patterns, the study makes a significant contribution to knowledge in the field of networked learning.
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19

Yang, Dai Fei. "Improving Networked Learning in Higher Education: Language Functions and Design Patterns". University of Sydney, 2007. http://hdl.handle.net/2123/2465.

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Doctor of Philosophy
The thesis of this study is that two seemingly disparate research disciplines can be coalesced to develop an effective pedagogical framework for educational design in the context of networked learning. That contention is grounded in, and inspired by, the rapid developments in educational technologies which have greatly changed the landscape in teaching and learning in higher education over the last decade. The study attempts to add to the corpus of contemporary learning theory which sees students not merely as passive recipients of knowledge, but as active participants in the learning process, having much greater control over their selection of technological learning tools, learning resources and learning methodologies. This is very much in line with the shift from the traditional focus on content design and knowledge transmission towards a more student-centred design for knowledge co-construction, a development which demands the type of new thinking about the design of learning tasks and learning resources contained in this study. Also set out are new lines of action for the fashioning of a collaborative learning environment, for community interaction and the sharing of knowledge, and for promoting good teaching and learning practice. The central argument of the study is that such pedagogical goals may be attained by juxtaposing the theories of Systemic Functional Linguistics (hereafter SFL) and pattern languages. These have not, thus far, been used in combination. SFL is a well established theory in the study of language, and is used in this thesis to help analyse and classify discourses produced and shared by teachers and students in networked learning. Pattern languages have their origin in architecture. Design patterns can be used as a means of representing and sharing important and specific empirical research results and design experiences. This new knowledge can be used to support and improve the quality of educational design. The study has two central components. The first uses the SFL theoretical framework to demonstrate how text is used as a key medium in networked learning. In other words, it is argued in this section that the quality of texts has a direct impact on the quality of learning and learning outcomes. The quality of text is assessed by means of a detailed discourse analysis of selected texts. This process involves deconstructing, identifying and capturing the linguistic resources and language strategies used in the texts. The detailed discourse analysis also illustrates and reveals how language is used in the construction of knowledge and the promotion of collaboration in teaching and learning. The second component centres on the argument that SFL provides valuable language knowledge which can be represented by using Alexander’s design patterns. New knowledge encoded in these design patterns can be used by teachers and designers as reusable and shared resources to help them improve their design work. The empirical research was carried out in three phases. The first involved a) the identification of text patterns of discourses used in networked learning based on detailed discourse analysis; b) Interviewing experienced academic staff to identify their perspectives on good online teaching practices and success factors. The second phase involved using the data which emerged from these interviews and discourse analysis to model illustrative patterns. (Here, illustrative means that due to the scope of the study, it is only possible to develop a limited number of patterns to illustrate the methods used for pattern development. It is not the intention to develop a full repository of design patterns in this study). In the third (validation) phase the patterns were reviewed by two groups of academic staff, with the aim of improving these patterns. Improved patterns were then tested on a group of educational design students for their usefulness and application. It is concluded from this research that it is possible to develop design patterns which ensure the best use of linguistic resources in both the teaching and learning process. Finally, it is argued that the combination of SFL and pattern languages provides a promising theoretical framework for the complex and demanding task of educational design. Future research could make use of such a framework to explore a fuller application of the pattern- based approach for the representation of new knowledge for educational design. Suggested additional research directions include finding new ways of capturing a new pedagogical approach to mobile learning and blended learning. Also, a promising direction could be the use of SFL Appraisal theory (Martin, 2000) for the investigation on how students construct interpersonal relationships (appraise peer work) in online joint projects. In the conclusion, it is contended that through its exploration of new ground in the use of SFL and pattern language theory in the construction of education design patterns, the study makes a significant contribution to knowledge in the field of networked learning.
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20

Pate, Shari Ann. "Web tools: An aid for cognitive learning". CSUSB ScholarWorks, 2004. https://scholarworks.lib.csusb.edu/etd-project/2777.

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The purpose of this project is to provide students and teachers with a disk of tools to aide in the development of Web pages either in the classroom or through online (distance education) learning. Many of the tools supplied on this disk have been field tested in a high school Web design class. When students are allowed to be creative and are able to fuse interesting visual displays the results can be significant in increasing cognitive and multiple intelligences skills.
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21

Parrish, Janet Yvonne. "Using the computer to motivate at-risk students as writers". CSUSB ScholarWorks, 1997. https://scholarworks.lib.csusb.edu/etd-project/1437.

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22

Fresen, Jill Winifred. "Random variables a CAI tutorial in statistics for distance education /". Thesis, Pretoria : [s.n.], 1996. http://upetd.up.ac.za/thesis/available/etd-10192001-124625.

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23

Jones, Jay Marcus. "Engaged: A teacher resource based on fun factor". CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3271.

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The purpose of this project was to develop a teacher resource in which content is both standards based and student demonstrated as "fun" in which to participate. The form of this resource is a website called Engaged. It will ultimately consist of several folioed and interconnected web pages. Academic content is to be all teacher supplied. At risk youth are in danger of being left behind, not only in schools, but by society as a whole. Through classroom teachers it has the potential to provide at-risk-youth a vital bridge across the digital divide.
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24

Hirschman, Deborah J. "Multimedia and motivation: The design and development of hypercard stack on dinosaurs". CSUSB ScholarWorks, 1994. https://scholarworks.lib.csusb.edu/etd-project/880.

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For this project the program Walk with Dinosaurs was developed using Keller's Theory of Motivation. Walk with Dinosaurs is a interactive multimedia tool for presenting an integrated thematic unit. As a HyperCard stack, it intoduces students to factual information on dinosaurs in an appealing and motivating way.
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25

Shahrimin, Mohamad I. "Young children's collaborative interactions in an educational computer environment". Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2001. https://ro.ecu.edu.au/theses/1515.

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This study investigated the collaborative interaction patterns exhibited by five-year old pre-primary children in an educational computer environment. The case study method was used in one pre-primary centre in metropolitan Perth, Western Australia, to examine the patterns of collaborative interaction among young children whilst engaged with the computer. The one event case study was of the interactions exhibited by pre-primary children whilst engaged, in dyads, with the computer within a naturalistic classroom environment. This study involved three phases of data collection. Phase I consisted of observations and videotaping sessions, compilation of written observations, narrative descriptions and relevant field notes on each participant. To assess the children's current social skills and computer competence and their general social interaction with peers, the researcher interviewed the children and their teacher using a semi-structured interview schedule to guide the discussion. Phase IT comprised reviewing and transcribing the videotapes and coding children's interactions, while Phase III consisted of analysing all the data obtained. Both observational comments and descriptions and data analyses were presented with anecdotes. 243 interactions were identified and classified into 16 interaction patterns. They were: directing partner's actions; self-monitor/repetition; providing information; declarative planning; asking for information/explanation; disagreeing with partner; accepting guidance; terminal response; exclaiming; correcting others; defending competence; showing pleasure; showing displeasure; sharing control; defending control; and suggesting ideas. Frequency of occurrence of identified interactions was analysed in the form of descriptive statistics. Factors facilitating the collaborative interaction of children whilst engaged with the computer activities were found to be: developmental appropriateness of the software; preexisting computer competency between children; children's preexisting positive attitude towards computer; mutual friendship between collaborators; children's social goals; appropriate structure of enjoyable learning environment; mutual understanding of turn-taking system; and positive non-isolated physical settings of the computer environment. Factors inhibiting collaborative interaction were identified as: non-developmentally appropriate software; lack of computer competency between children; negative attitude (on the part of both children and teacher) towards computer and learning; sense of competition between collaborators; social goals of each child; inappropriate structure to promote enjoyable learning environment; no mutual understanding of turn-taking system; and isolate physical settings of the computer environment. Associated with the findings were three major variables: (1) the classroom teacher variable (philosophy and educational beliefs, task-structure and computer management); (2) the software variable (developmentally appropriateness, content, design, and programmed task-structure); and (3) the child variable (computer competency and attitude towards computer, social goals, social skills, and personal relationship with collaborators). By identifying the collaborative interactions of children, and factors that may facilitate or inhibit these interactions, early childhood educators will be in a better position to integrate the computer into their classroom and to promote positive prosocial interaction among children whilst engaged at the computer. In general, findings suggest that computers should be integrated into all early childhood classrooms and afforded the same status as other traditional early childhood learning materials and activities.
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26

Ramondt, Leonie. "The experience of flow and learning by designing interactive multimedia software". Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 1998. https://ro.ecu.edu.au/theses/1007.

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As computer technology is increasingly adopted in education, some students continue to have little context for its use. This is particularly true of tertiary drama education students, of whom many still remain computer illiterate. Constructivist pedagogy proposes that a learner constructs knowledge through active participation in their learning. An approach that is gaining currency which applies this principle is learning by designing. This approach was adopted for this study, with the premise that the process of designing multimedia software for their peers would not only motivate these students to use computers but could also lead to a deepening of their understanding of the subject matter. Questions that arise in response to this hypothesis include: what do students learn from designing multimedia software; and what motivates their engagement in this task? These questions where addressed by a project which spanned a two week period at a university. Five university drama education students participated in designing multimedia software which aimed to elucidate the process of devising plays for their peers. The data this activity generated provided the foundation for five case studies which document the students' engagement and learning processes. The findings indicate that the learning by design approach paved an effective learning approach. Also, the use of flow theory as a theoretical framework was helpful in developing an understanding of each person's individual process of engagement. The thesis comments on this theoretical framework and suggests a number of hypotheses for further testing by education professionals.
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27

Murguia, Joshua Miguel Alejandro. "Creating an online English course for Redlands High School". CSUSB ScholarWorks, 2003. https://scholarworks.lib.csusb.edu/etd-project/2339.

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The purpose of the project was to develop an online course in the hopes of cutting some of the costs of the typical "brick and mortar" class while at the same time offering senior students the opportunity to take a class outside of the physical campus.
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Palaskas, Chrysostomos. "Applying the Technology Integration Micro Model (TIMM) in higher education learning and teaching practice". Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2006. https://ro.ecu.edu.au/theses/325.

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Many of the models for the adoption and integration of ICT in higher education are situated within an institutional framework. These models can be viewed as supplementary discourses in the meta-narrative of educational change theory. Thus concerns about the process of adoption and implementation in Higher Education can be subsumed under the bigger topic of education change.
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29

Wyatt, Frank Houston. "Total animation: A multimedia computer resource program for secondary art education". CSUSB ScholarWorks, 1997. https://scholarworks.lib.csusb.edu/etd-project/1308.

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This HyperStudio animation project covers the basic concepts, techniques, and procedures in producing animation. The purpose of this program is to furnish the user with enough information that will serve as a basic foundation to produce a simple animation for themselves.
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30

Ho, Feng-Wen. "Conceptual guidelines for educators in the development of their first educational websites". CSUSB ScholarWorks, 2002. https://scholarworks.lib.csusb.edu/etd-project/2065.

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The Internet is a revolutionary technology that is bound to change every aspect of society and the educational system in particular. Following the rapid spread of the Internet, the new developments in the World Wide Web (WWW) technology have created a high level of interest and enthusiasm among many educators.
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31

Helsper, Charles Bernard. "Incorporating internet technology as as educational and learning tool". CSUSB ScholarWorks, 1998. https://scholarworks.lib.csusb.edu/etd-project/1818.

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32

Boswell, Benny Edward y Henrietta Gale Boswell. "The use of a computer assisted learning program for teaching and reinforcing the basic mathematical skills". CSUSB ScholarWorks, 1999. https://scholarworks.lib.csusb.edu/etd-project/1947.

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The purpose of this project is to provide an instructional computer program that will be an alternative way to teach and reinforce basic mathematics skills for any student that is having difficulty in any given area and for students that are falling behind in the regular math class.
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33

Karlquist, David Roy. "The Book Look Nook: An informational system literature search program". CSUSB ScholarWorks, 1997. https://scholarworks.lib.csusb.edu/etd-project/1432.

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34

Peterson, Cynthia Lynn. "Using computer technology to enhance science education". CSUSB ScholarWorks, 2002. https://scholarworks.lib.csusb.edu/etd-project/2109.

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35

Bower, Patricia. "Effective use of multimedia in the classroom: Enhancing third grade science curriculum". CSUSB ScholarWorks, 1997. https://scholarworks.lib.csusb.edu/etd-project/1426.

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36

Austin, Dianne Lenore. "Using a teacher created website to provide 24/7 access to student assignments: An abstract". CSUSB ScholarWorks, 2005. https://scholarworks.lib.csusb.edu/etd-project/2792.

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The purpose of this project was to create a website that would assist students in the process of submitting the correct assignments with a minimal amount of frustration for all parties concerned: teachers, administrators, parents, and students.
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37

Ramirez, Carolyn Eve. "Web development in correspondence to motivating fourth grade students to gain knowledge of California history". CSUSB ScholarWorks, 2003. https://scholarworks.lib.csusb.edu/etd-project/2368.

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The goal of this project was to determine whether using a web-based project incorporating John M. Keller's ARCS model would motivate students to want to learn and explore new ways of learning. California history was taught to fourth grade students, including English as a second language students and Title 1 students, through a website. Lessons incorporated online quizzes, web designing, PowerPoint, Excel and other computer programs.
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38

Zhen, Yongjian. "Improving students' math problem-solving skills in a computer-assisted learning environment". CSUSB ScholarWorks, 1999. https://scholarworks.lib.csusb.edu/etd-project/1797.

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39

Sanga, Camilius. "A technique for the evaluation of free and open source e-learning systems". Thesis, University of the Western Cape, 2010. http://etd.uwc.ac.za/index.php?module=etd&action=viewtitle&id=gen8Srv25Nme4_6242_1306494254.

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Evaluating software is a universal and complex problem. The question is: how should software be selected and adopted, or rather, which of the software packages is the most suitable for a specific environment? Extensive research on the evaluation of software has been done, but only a few researchers have considered evaluation of e-learning systems based on three software quality characteristics (i.e. usability, maintainability and deployability) for implementation in third world countries. In this thesis, it will be considered how to use a mixed research methods for the evaluation of free and open source e-learning systems in a developing country. The scope of this investigation is the evaluation of two free and open source e-learning systems at the Open University of Tanzania using 33 stakeholders (some with more and others with less computer expertise).

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40

Andrews, Wesley Vern. "Overcoming the failure phenomena: Recouping high school credit through an online language arts course". CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3140.

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The purpose of this project was to develop an online educational program that offered the courses in which students are deficient. This program was called The Virtual Senior (VS). In the end, multiple courses across each of the core disciplines will be created based on California State Standards.
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41

Garrett, Michael. "Developing knowledge for real world problem scenarios : using 3D gaming technology within a problem-based learning framework". Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2012. https://ro.ecu.edu.au/theses/527.

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Problem-based learning is an instructional strategy that emphasises active and experiential learning through problem-solving activity. Using gaming technologies to embed this approach in a three-dimensional (3D) simulation environment provides users with a dynamic, responsive, visually engaging, and cost effective learning experience. Representing real world problems in 3D simulation environments develops knowledge and skills that are applicable to their resolution. The Simulation, User, and Problem-based Learning (SUPL) Design Framework was developed to inform the design of learning environments which develop problem-solving knowledge for real world application. This framework identifies design factors relative to the user, the problem-solving task, and the 3D simulation environment which facilitate the transfer, development, and application of problem-solving knowledge. To assess the validity of the SUPL Design Framework, the Fires in Underground Mines Evacuation Simulator (FUMES) was developed to train mining personnel in emergency evacuation procedures at the Challenger gold mine in South Australia. Two groups of participants representing experienced and novice personnel were utilised to ascertain the effectiveness of FUMES as a training platform in this regard. Findings demonstrated that FUMES accurately represented emergency evacuation scenarios in the Challenger mine. Participants were able to utilise existing real world knowledge in FUMES to resolve emergency evacuation problem-solving tasks and develop new knowledge. The effectiveness of the SUPL Design Framework was also demonstrated, as was the need to design learning environments to meet the learning needs of users rather than merely as static simulations of real world problems. A series of generalisable design guidelines were also established from these findings which could be applied to design problem-based learning simulations in other training contexts.
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42

Viebach, Eric John. "Effectiveness of interactive web based review". CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3252.

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There were three main goals of this study. First, utilize technology in a non-conventional way to enhance student's study process. Second, gauge if the students access such a tool when it is available to them. Third, assess the student's learning based on the study tools available. This project also examined if there was a difference in comprehension of post-World War II era information between students who use the online test preparation program and those that received only traditional instruction.
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43

Pen, Ibrahem Rotha. "Integrating technology into the English as a second language curriculum: Computer-assisted English language learning". CSUSB ScholarWorks, 2002. https://scholarworks.lib.csusb.edu/etd-project/2136.

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The project integrates computer technology with English as a second language curriculum and instruction. It utilizes the World Wide Web to deliver computer-assisted instruction in English grammar, reading and conversation. Moreover, the project shows the impact of computer technology in helping students develop critical thinking skills, problem-solving skills, and meaningful and applicable skills for employment.
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44

Waters, Bonney Elizabeth. "Integrating reading, language arts, science, and social studies curriculum with the use of technology". CSUSB ScholarWorks, 2002. https://scholarworks.lib.csusb.edu/etd-project/2135.

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The purpose of the project was to develop three thematic units for fifth grade that intergrate California State Standards in Reading, Language Arts, Science, and Social Studies with the use of technology. The benefits of doing so allows instructional time to be spent on more in depth study of the disciplines, Students make connections across curriculum which allows them to develop a deeper understanding of what is being taught. Also, integrating curriculum with technology engages students and allows them to have more control over their learning environment. When students are actively involved in what is being taught, they will internalize the information for better understanding.
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45

Wright, Regina Renee Veal. "High School World Language Teacher Perspectives on Computer-Mediated Communication Applications". ScholarWorks, 2018. https://scholarworks.waldenu.edu/dissertations/6153.

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Computer-mediated communication (CMC) offers opportunities to assist world language students to become global communicators in a digital society. However, perceptions of high school world language (HSWL) teachers on the suitability of these applications are not known. The purpose of this qualitative case study was to explore and document the professional perspectives of HSWL teachers who have taught over 10 years, to learn the benefits and obstacles that they must consider in teaching communicative language skills with CMC. The research questions explored possible reasons that would motivate or dissuade from teaching with these applications. The technology acceptance model extension (TAM2) provided the conceptual framework for this study because it elucidates the cognitive and social processes that affect teacher decisions when reviewing a technology to support their instruction. The collected data included 6 in-depth interviews, field observations, and document reviews. The data analysis began with a precoding based on TAM2, and coding to identify emergent themes such as student immaturity and content-specific professional development. In the findings, the teachers perceived CMC as unsuitable due to the digital divide and the focus on grammatical competence. However, the teachers noted the possible benefits of content-specific professional development. This study contributes to positive social change by providing insight into the current role of computer technology in HSWL instruction and suggestions for how to encourage teachers to adopt innovative uses of digital technology in their CLT practices.
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46

Deragisch, Patricia Amelia. "Electronic portfolio for mathematical problem solving in the elementary school". CSUSB ScholarWorks, 1997. https://scholarworks.lib.csusb.edu/etd-project/1299.

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Electronic portfolio for mathematical problem solving in the elementary school is an authentic assessment tool for teachers and students to utilize in evaluating mathematical skills. It is a computer-based interactive software program to allow teachers to easily access student work in the problem solving area for assessment purposes, and to store multimedia work samples over time.
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47

Gorman, Joy Cappello. "Using web pages to enhance communication and learning in the math classroom". CSUSB ScholarWorks, 2001. https://scholarworks.lib.csusb.edu/etd-project/1908.

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The purpose of this document is to review the incorporation of technology into a math classroom. With technology becoming more a part of our growing society it is important for teachers and students to stay up with the times.
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48

Clark, Darin Jay. "Building a school web site". CSUSB ScholarWorks, 2002. https://scholarworks.lib.csusb.edu/etd-project/2200.

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The purpose of this project is to review the literature on the importance of creating school web sites and to show how Dartmouth Middle School can successfully plan an effective site. The project focuses on the significance of having a school web site as a way to add to the communication process between school and parents.
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49

Barry, Reno Don. "Development of a usable website for an electric motorboat drag racing physics project". CSUSB ScholarWorks, 2006. https://scholarworks.lib.csusb.edu/etd-project/3170.

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The project developed a web site for a high school physics projected called "Electric Motorboat Drag Racing." The web site was produced following the ADDIE instructional design model (analyze, design, develop, implement, evaluate) and was designed using key usability concepts identified through research: speed, content, appearance, and navigation (SCAN). The web site was developed and tested by asking experts for their feedback and by having participants use the web site. The web site was implemented in physics classrooms and data from 43 participants were evaluated. The data showed 97 percent of the participants' boats successfully completed the five-meter drag race. It also showed that the two targeted California physics standards were selected most often by participants as the standards they most needed to apply, learn, or review to complete the project. Through testing and evaluation, the web site was made more usable and the project helped physics students learn and apply specific physics concepts while gaining hands-on experience.
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50

Papin, Annette Richelle. "Using educational databases in the form of electronic portfolios: A method in coaching athletics". CSUSB ScholarWorks, 1998. https://scholarworks.lib.csusb.edu/etd-project/1673.

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