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Rozprawy doktorskie na temat "Fractions – Étude et enseignement – Aides multimédias"
Touel, Sofiane. "Conception de jeux sérieux en réalité mixte : application à l’apprentissage des fractions". Electronic Thesis or Diss., Le Mans, 2024. http://www.theses.fr/2024LEMA1035.
Pełny tekst źródłaThis PhD thesis focuses on the design and analysis of The Magic Cauldron, a Mixed Reality (MR) serious game for teaching fractions to students (9 to 12 years old). The game was designed in close collaboration with experts in Math didactics, Math teachers and their students. This game was designed as a digital extension of a commercial board game, The potions workshop, originally created by an expert in Math didactics during this PhD. By using Mixed Reality, the objective is to help students understand the multiple representations of fractions, which are particularly complex to grasp, and make their learning experience more engaging.The PhD thesis offers two main scientific contributions. The first is a collaborative and iterative research approach, inspired by Design-Based Research (DBR) and Agile methodologies, which aims at discovering new ways to employ new technologies, such as MR, to support education goals. The second contribution is a design model for MR serious games. This model provides a structured framework to address organizational constraints inherent to the use of digital applications in classrooms, to optimize the use of available equipment and reduce development costs, while incorporating the target educational goals.The Magic Cauldron offers a variety of game levels designed to strengthen understanding of fractions, represented as positions on a number line. The game offers instant feedback and support tools to promote student autonomy. The assessment of the game’s impact was conducted through experiments involving 228 students. The game revealed significant potential for learning fractions. The experiments also indicated an increase in student autonomy and a reduction in stress, attributed to the interactive features and immersive elements of the game. Our results corroborate the value of the collaborative research approach proposed for the use of MR in learning fractions, which may also be relevant to other technologies and pedagogical objectives involving different representations of concepts or notions. Moreover, the results validate the relevance of the proposed MR serious game design model. This process, which aims to preserve the tangible side of certain physical objects in the game, while adding the potential for digital augmentation, can be adapted to any type of educational board game
Zeilinger-Trier, Manuela. "Les projets de télécommunication interculturels : un enjeu pour l'innovation de l'enseignement / apprentissage scolaire de l'allemand en france". Clermont-Ferrand 2, 2006. http://www.theses.fr/2006CLF20003.
Pełny tekst źródłaRizza, Caroline. "Industrialisation de la formation et nouvelles médiations des connaissances : le rôle des acteurs universitaires". Aix-Marseille 2, 2005. http://www.theses.fr/2005AIX2A001.
Pełny tekst źródłaMatoussi, Fathi. "Les technologies de l'information et de la communication intégrées dans l'enseignement de la biologie : le cas des échanges cellulaires". Toulouse 2, 2006. http://www.theses.fr/2006TOU20019.
Pełny tekst źródłaOur research relates the impact of the use of the CD-ROM, "the animal cell" in teaching settings on the cellular exchanges with pupils of the third secondary school. We compared two methods of the use of the CD-ROM, in autonomy and in dyade. The results of our research showed that the teaching is accompanied by many difficulties due to : - epistemological obstacles induced by the complexity of the contents and by the pupils'difficulty of mobilizing many concepts belonging to other disciplines, physics and chemistry ; - difficulties related to the structure and the organization of the contents in the CD-ROM. The organization of screen pages, the legends and the texts which accompany the figures and animations is a source of a cognitive overload ; - linguistic obstacles induced by terms used which are not accompanied by explanations. These various results reveal the advantages of using the CD-ROM in dyade and the contribution of the linguistic peer interactions in the knowledge understanding. They show the importance of and the need for an appropriate didactic strategy in using the CD-ROM in classroom
Sylvestre, Emmanuel. "Améliorer la compréhension des textes au cycle 3 de l'école primaire : les effets d'un entraînement informatisé des stratégies de contrôle". Grenoble 2, 2006. http://www.theses.fr/2006GRE29031.
Pełny tekst źródłaSince twenty years, comprehension difficulties received considerable research attention. These research found that low-achieving comprehenders use lexical, inferential and comprehension monitoring processes less efficiently than high-achieving comprehenders. Two metacognitives training have been tested in the last three years of primary school. The first one uses direct explanation to train comprehension monitoring (detection and regulation of inconsistencies) with computer. The second one is a collaborative training based on generals comprehension strategies (generating questions, using prior knowledge, making inferences, summarizing, use graphic organizers). Our results on 459 children show a positive and significant effect on comprehension for the comprehension monitoring training in grade 5 and for the general strategies training in grade 3. These results suggest that subject must have first a strategies repertory to develop processes involve on monitoring
Guichon, Nicolas. "Compréhension de l'anglais oral et TICE : le conditions d'un apprentissage signifiant". Nantes, 2004. http://www.theses.fr/2004NANT3032.
Pełny tekst źródłaThis research investigates which conditions specific to multimedia learning may be combined in order to help students to develop their listening comprehension skills within the context of learner autonomy. We first examine the theoretical questions that guide the design of a listening comprehension CALL system. Three different approaches are considered: psychosociological (social representations), psycholinguistic (construction of meaning) and didactic (learning tasks and scenario). Certain methodological issues are addressed in order to lead to a fruitful collaboration between the courseware designer and the developer. We also attempt to show that a multimedia learning environment is structured not only by actual constraints but also by social values. Finally a certain number of conditions are suggested to make ICT a key factor in both developing students' listening skills and in encouraging innovation in education
Cretin, Raphaëlle. "Intégration des TICE : aspects pédagogiques, méthodologiques et technologiques". Lyon 3, 2005. https://scd-resnum.univ-lyon3.fr/out/theses/2005_out_cretin_r.pdf.
Pełny tekst źródłaThe development and the standardization of Information and Communication Technologies taken in a wide sense lead to a simplification of their use. On-line data service generalization and Web technologies development have promoted worldwide exchanges and spreading of knowledge. The integration of Information and Communication Technologies in the educational field offers new prospects as far as learning is concerned. We are more particularly interested in educational, methodological and technical aspects of the integration of Information and Communication Technologies in education. The generalized use of technical tools and the heterogenous features of distance learning Information System users (learners and teachers) justify the research of educational methods adapted to specific scenarii and the development of specific methods to create a distance learning system. To begin with, we present the main educational models and we consider distance learning through historical and technological aspects. That will lead us to work out a synthesis and to open research opportunities. Then, we propose a three category classification of educational websites in a specific context. As a third part, we define a methodological approach for the creation of distance learning systems. This approach qualified as “three-dimensional” allows us to draw a set of theorical and technical hypothesis to guide the development of such a system. At last, we adapt those theoretic elements to a concrete study and we present the basis of an operational system
Lévêque, Guy. "La culture numérique, une entrée dans les savoirs de science : usages et pratiques dans le monde éducatif". Dijon, 2009. http://www.theses.fr/2009DIJOL003.
Pełny tekst źródłaHamon, Laurence. "L'aide à la compréhension dans les environnements multimédias d'apprentissage du Français Langue Etrangère : le rôle de la multimodalité". Clermont-Ferrand 2, 2007. http://www.theses.fr/2007CLF20026.
Pełny tekst źródłaCaron, Sandrine. "L' apport des images fixes, télévisées et multimédias à l'enseignement/apprentissage des langues : proposition pour une formation aux images intégrée à la formation initiale des enseignants". Rouen, 2003. http://www.theses.fr/2003ROUEL457.
Pełny tekst źródłaThis work demonstrates that despite its analogical shape making it easy to read, picture has to be taught as well as writing. First, history of visual representation shows supposed relations between picture and reality, truth, religion, education and knowledge ; this complexity justifies the need to teach and to learn how to have a good use of picture in the class practices. Then our works deals with integration of pictures in FLE methodologies, underlining advantages and limitations (especially the "language/image"relation and the complexity of visual perception). The aim is to put an emphasis on the relative lack of knowledge in the nature of pictures, source of wrong uses in class. Finally, we propose a training for reading the pictures for which we redefine roles and goals, and the skills the students must acquire. The whole should allow to achieving an optimal use of pictures in class whatever the aid used