Teses / dissertações sobre o tema "Learning Design and Development"
Crie uma referência precisa em APA, MLA, Chicago, Harvard, e outros estilos
Veja os 50 melhores trabalhos (teses / dissertações) para estudos sobre o assunto "Learning Design and Development".
Ao lado de cada fonte na lista de referências, há um botão "Adicionar à bibliografia". Clique e geraremos automaticamente a citação bibliográfica do trabalho escolhido no estilo de citação de que você precisa: APA, MLA, Harvard, Chicago, Vancouver, etc.
Você também pode baixar o texto completo da publicação científica em formato .pdf e ler o resumo do trabalho online se estiver presente nos metadados.
Veja as teses / dissertações das mais diversas áreas científicas e compile uma bibliografia correta.
Kickbusch, Steven. "How learning designers work with teachers". Thesis, Queensland University of Technology, 2022. https://eprints.qut.edu.au/235922/1/Steven%2BKickbusch_PhD_Thesis_2022%282%29.pdf.
Texto completo da fonteSahli, Robert. "An Examination of the Effectiveness of Project-Based Learning on Student Academic Achievement and Teacher Perceptions of Project-Based Learning". Thesis, Concordia University Irvine, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10748735.
Texto completo da fonteThis study examined two questions related to the effectiveness of project-based learning (PBL) instruction. First, is PBL more effective than a textbook-based instructional model, and second what are teacher perceptions related to PBL methodology? Student growth scores in the Measures of Academic Progress (MAP) assessment for reading and math, as measured within one school year, fall to spring, for students in PBL and non-PBL classes were compared. A teacher survey was conducted to measure teacher perceptions of PBL and textbook-based instructional program strengths and weaknesses. Additional data on effective instructional strategies can provide further direction for educators to continue the full implementation of the Common Core State Standards (CCSS) that call for students to gain a deeper understanding and knowledge of grade level standards. The study was located in a large urban school district in Northern California. The overall findings of this study were that the MAP assessment data reflected higher annual growth scores for reading and math in six of the eight grade levels studied. Teacher survey participant responses reflected consistent support for a textbook-based instructional program over a PBL instructional program, due in large part to the additional time teachers spent in preparing for PBL lessons.
Wargo, Katalin. "Online Faculty Development: Disorienting Dilemmas In Learning To Teach Online". W&M ScholarWorks, 2021. https://scholarworks.wm.edu/etd/1627407585.
Texto completo da fonteOfori, Eunice. "Considerations for Instructional Message Design in Mobile Learning: A Design and Development Study". Diss., Virginia Tech, 2018. http://hdl.handle.net/10919/86213.
Texto completo da fontePh. D.
Werbin, Kenneth C. "The electronic learning community : a framework for design and development". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape17/PQDD_0007/MQ39912.pdf.
Texto completo da fonteQaed, Fatema. "Development of a supportive tool for participatory learning space design". Thesis, Northumbria University, 2015. http://nrl.northumbria.ac.uk/33885/.
Texto completo da fonteOkoth, David O. "Design and Development of Metadata Management Tool for Learning Objects". Diss., Virginia Tech, 2019. http://hdl.handle.net/10919/103649.
Texto completo da fonteDoctor of Philosophy
Learning Objects (LO) reuse is gaining popularity in the field of instructional design. This is because it could transform how learning occurs in today's information age. In this study, I outlined the important characteristics of reusable learning objects and set them up as creative and re-creative products in the curriculum development process. My goal was to combine and reproduce existing literature on LOs that would allow me to develop an instructional design tool to help learning content designers, deliverers, and consumers to easily tag, search, then find reusable learning objects. I reviewed literature on learning objects, reusable learning objects and their associated metadata management schemes then used this data to design and develop the tool addressing meta tagging schemes, metadata management, search, and accessibility of learning objects. The tool allows LO categorization and deconstruction to the largest and smallest granular levels of their instructional reusability. I combined a developmental research method with an integrative literature review method to design and develop the prototype of a tool known as metadata management tool (mmt) for reusable learning objects. If successful, the metadata management tool developed could contribute to an effective metadata management for learning objects often reused by learning designers, deliverers, and consumers.
Riter, Dan. "Development of a learning management system for UCAR-COMET". [Denver, Colo.] : Regis University, 2006. http://165.236.235.140/lib/DRiterPartI2006.pdf.
Texto completo da fonteFord, Ramsey A. "Design and Empowerment: Learning from Community Organizing". University of Cincinnati / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1242854164.
Texto completo da fonteFigl, Kathrin, Michael Derntl e Sonja Kabicher. "Visual modelling and designing for cooperative learning and development of team competences". Inderscience Enterprises Ltd, 2009. http://epub.wu.ac.at/5649/1/b807.pdf.
Texto completo da fonteAl-Shamma, Omran. "Development of interactive aircraft design software for use in problem based learning". Thesis, University of Hertfordshire, 2013. http://hdl.handle.net/2299/12108.
Texto completo da fonteChaiworawitkul, Sakda 1977. "A design performance driven learning framework for conceptual design knowledge : methodology development and applications". Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/46551.
Texto completo da fontePages 169 and 170 blank.
Includes bibliographical references (p. 165-167).
This thesis develops a learning framework for automation of acquisition of bridge conceptual design knowledge. The thesis proposes a new learning methodology explicitly aimed at capturing quality design aspects to help engineer gain insight into good design. The research uses the National Bridge Inventory (NBI) data, which contains more than 600,000 bridges. The physical condition ratings are used as proxies for design quality. In this data the relationships between physical condition ratings and bridge design elements are not well-known. The simultaneous equation model (SEM) technique is employed to model the physical condition ratings. SEM has the advantage over existing methods of state transition probability estimation in that no a-priori subjective conditional grouping is required. The resulting model yields the marginal effects of design variables on condition ratings, which is easy for engineers to interpret. The analysis results reveal that design features available in the NBI database alone do not adequately explain the resulting condition ratings. Using the identified performance model, COBWEB, an incremental clustering algorithm, is employed to learn mappings from design specification to configuration space. However, the COBWEB branching strategy focuses on probabilistic predictability of feature values. The learned knowledge therefore represents not clusters of good design aspects but rather clusters of local similarity. A modification to the existing strategy is proposed. A set of experiments has been conducted to compare the original and the modified COBWEB. Finally, the thesis provides a detailed discussion of issues related to the quality of the NBI database and proposes strategies for improved analysis of the NBI bridge data.
by Sakda Chaiworawitkul.
Ph.D.
Li, Wei. "Developing A Framework for Guiding Interaction Design in Distance Learning". Diss., Virginia Tech, 2015. http://hdl.handle.net/10919/64400.
Texto completo da fontePh. D.
Kendal, Simon Lawrence. "The development of a flexible learning mechanism for heat exchanger design". Thesis, University of Ulster, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.293842.
Texto completo da fonteDeshpande, Sachin. "Issues in the design and the development of multimedia distance learning /". Thesis, Connect to this title online; UW restricted, 1999. http://hdl.handle.net/1773/6074.
Texto completo da fonteJames-Springer, Cathy Daria. "Building a tool for determining e-learning readiness in organizations: A design and development study". Diss., Virginia Tech, 2016. http://hdl.handle.net/10919/70912.
Texto completo da fontePh. D.
John, Meenu Mary. "Design Methods and Processes for ML/DL models". Licentiate thesis, Malmö universitet, Institutionen för datavetenskap och medieteknik (DVMT), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-45026.
Texto completo da fontePedrini, Gianmaria. "Rogueinabox: a Rogue environment for AI learning. Framework development and Agents design". Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/13812/.
Texto completo da fonteKohen-Vacs, Dan. "A Design and Development Approach for Deploying Web and Mobile Applications to Support Collaborative Seamless Learning Activities". Doctoral thesis, Linnéuniversitetet, Institutionen för medieteknik (ME), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-49137.
Texto completo da fonteEriksson, Dan. "Positive Reinforcements in e-Learning". Thesis, University of Skövde, School of Humanities and Informatics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-4076.
Texto completo da fonteThis project is a study on the effect on motivation when adding positive reinforcements, in the form of audiovisual rewards, to an e-learning application. Two e-learning applications (designed to teach Japanese Kanji) were created; one experimental version with audiovisual rewards (to act as positive reinforcements) and one control version without. Two groups of test subjects were gathered, one using the control version, the other using the experimental version. Using questionnaires their experiences and progress were measured, compared and analyzed. The study indicated that the experimental group learned slightly more than the control group, but that there were no difference in overall motivation between the groups.
Chera, Pawan D. K. "Multimedia CAL and early reading : iterative design, development and evaluation". Thesis, University of Bristol, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.324244.
Texto completo da fonteMoseley, Brian Isles. "Description of Instructional Design Framework Usage in the Development of Learning Objects". Diss., Virginia Tech, 2013. http://hdl.handle.net/10919/22040.
Texto completo da fontePh. D.
Lindsay, Lucie Jean Cornford. "Networked Professional Learning for Teachers of Computational Thinking: Design Considerations". Thesis, The University of Sydney, 2022. https://hdl.handle.net/2123/29790.
Texto completo da fonteConn, Samuel Steven. "A Methodology for Design and Development of an Electronic Learning (E-Learning) Network at the Regis University School for Professional Studies". NSUWorks, 2009. http://nsuworks.nova.edu/gscis_etd/123.
Texto completo da fonteCardoso, Eduardo Luís. "Distributed learning environments in the design and development of the flexible university". Phd thesis, Instituições portuguesas -- -Universidade do Minho -- -Escola de Engenharia, 2005. http://dited.bn.pt:80/31447.
Texto completo da fonteOs ambientes de ensino distribuído (AED), suportados em plataformas de elearning (PeL), têm sido apresentados como podendo constituir importantes instrumentos de inovação e desenvolvimento da actividade de ensino nas instituições de ensino superior (IES). As mudanças registadas nos processos de ensino e aprendizagem nas IES tradicionais, associadas à incorporação de tecnologias de informação e comunicação (TIC), têm, no entanto, sido consideradas reduzidas e com um ritmo de evolução lento. O trabalho de investigação que se apresenta, consistiu num estudo visando aprofundar a compreensão do fenómeno da adopção de PeL no suporte a AED nas IES. Propusemo-nos desenvolver uma compreensão do processo de adopção e utilização de tecnologia e da forma como este é influenciado e influencia o contexto em que se desenvolve. Foram definidos como objectivos, identificar o quadro de condicionantes do sucesso deste processo de inovação associado à incorporação de TIC na prática lectiva, ao nível da pré-graduação e perspectivar o papel destas tecnologias na evolução do ensino superior e das IES. O trabalho foi desenvolvido a partir de um estudo de caso que forneceu os dados que permitiram, de forma sistemática e progressiva, um aprofundamento das questões iniciais de investigação e um processo de análise e interpretação que estruturou a construção de conhecimento sobre o fenómeno, a partir do significado atribuído pelos diferentes intervenientes num caso concreto de adopção e utilização de uma PeL numa IES. Decorreu, do trabalho realizado, uma proposta de modelo de referência para a análise e compreensão destes processos de adopção e utilização de tecnologia no ensino superior, explicitando e caracterizando o seu contexto institucional e as influências mútuas entre os elementos que determinam o contexto institucional e o processo de adopção e utilização. Procurou-se, ainda, reflectir e concluir sobre impactos e perspectivas de evolução que estas tecnologias permitem percepcionar para a actividade de ensino e aprendizagem, promovendo instituições de ensino superior mais flexíveis e com um papel renovado e reforçado, numa sociedade crescentemente baseada no conhecimento como factor de desenvolvimento económico, social e cultural.
Symons, John Nicholas. "A synthesis of leadership and learning in outdoor management development (OMD) design". Thesis, Henley Business School, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.239108.
Texto completo da fonteCress, Bradley D. "Design and Development of a Digital Game-Based Learning Module on Transportation". Bowling Green State University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1245724226.
Texto completo da fonteSingh, Oma B. "Development and validation of a web-based module to teach metacognitive learning strategies to students in higher education". [Tampa, Fla] : University of South Florida, 2009. http://purl.fcla.edu/usf/dc/et/SFE0002940.
Texto completo da fonteHusnin, Hazrati. "Design and development of learning material with the 'Ten Steps to Complex Learning' : a multiple case study". Thesis, University of Warwick, 2017. http://wrap.warwick.ac.uk/109474/.
Texto completo da fonteXie, Chunhui "Shay". "The Instagram Playscape: Designers’ Creative Self-expression as Play and Inspiration for Their Professional Practice". University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1522332514029527.
Texto completo da fonteWheeler, Dora K. "A Technical Writing Internship in Instructional Design at Accenture Learning". Miami University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=miami1292349010.
Texto completo da fonteMoore, Rachel M. (Rachel Meredith). "Conflicting goals in product development : learning from the fatal Firestone flaw". Thesis, Massachusetts Institute of Technology, 2019. https://hdl.handle.net/1721.1/122338.
Texto completo da fonteCataloged from PDF version of thesis.
Includes bibliographical references (pages 119-121).
The human-centered design approach is a powerful methodology for developing products that are considerate of humanity. Yet, in spite of the proven success of empathetic design, we still see products that fail, amplify negative social behaviors, or take advantage of human tendencies for the sake of profit or competitive success. These outcomes are often the result of poor negotiation between conflicting organizational and value-driven goals. The purpose of this analysis is to consider how goal conflict inhibits the product development process and leads to suboptimal or destructive results. This exploration seeks to learn from an analysis of the deadly product failure of Firestone ATX, ATX 11, and Wilderness AT tires in the late 1990s. Drawing from Congressional testimony, expert evaluation, and depositions of relevant engineers, this analysis considers the impact of goal conflict on product design requirements and testing. Recommendations include methods for identifying goals and framing conflict to encourage balance between organizational goals and human wellbeing. This project is the beginning of a larger body of work that aims to equip "makers" with skills they need to reconcile conflicting goals in order to focus on making the world better by making better things.
by Rachel M. Moore.
S.M. in Engineering and Management
S.M.inEngineeringandManagement Massachusetts Institute of Technology, System Design and Management Program
van, Aswegen Ellie Christoffina. "A design-based research study exploring student interest in an early learning enrichment program". Thesis, Griffith University, 2019. http://hdl.handle.net/10072/389518.
Texto completo da fonteThesis (PhD Doctorate)
Doctor of Philosophy (PhD)
School Educ & Professional St
Arts, Education and Law
Full Text
Inderhees, Joan. "Expert Novices: A Qualitative Study of Design Professionals Teaching Design Studio Courses". Kent State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=kent1541367126115329.
Texto completo da fonteBawa, Papia. "Game On| Massively Multiplayer Online Games (MMOG) as Tools to Augment Teaching and Learning". Thesis, Purdue University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10681049.
Texto completo da fonteThe study investigated the use of Massively Multiplayer Online Games (MMOG) in English and Business classrooms in Higher Education from the context of learners’ performance outcomes, as well as stakeholders’ (learners, administrators, and faculty) perceptions pertaining to their experiences when using an MMOG based curriculum. The findings strongly suggest that MMOGs helped enhance learner performances in statistically significant ways, and provided valuable insights into elements of interest and concerns of stakeholders about MMOG usage in classrooms. Based on these insights, I designed a practitioners’ guide to assist future scholars interested in this curricular approach. This guide provides innovative tips on show how faculty, administrators and institutions may imbibe this cutting-edge technology in easy and affordable ways within classrooms, while dealing with several concerns such stakeholders may have regarding the use of such games. Given the rise in popularity of game based technology and the existing literature on the value of game based education, coupled with a paucity of studies examining applicability and implementation issues in the context of using MMOGs, I hope that this submission will be a valuable contribution to the literature.
Bogdan, Cristian. "IT Design for Amateur Communities". Doctoral thesis, KTH, Numerisk analys och datalogi, NADA, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-3470.
Texto completo da fonteQC 20100420
Ibbitson, I. R. "The design and development of a microprocessor based system for computer aided design and computer aided learning". Thesis, University of Sunderland, 1986. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.372552.
Texto completo da fonteHenderson, Janis L. "A Social Justice Framework Design an Optimal Learning Environment Model". Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/secfr-conf/2020/schedule/8.
Texto completo da fonteLally, Leigh A. "A Formative Evaluation of Personal Learning Networks for Professional Development in the Architecture + Design Industry". Diss., Virginia Tech, 2014. http://hdl.handle.net/10919/47931.
Texto completo da fontePh. D.
Al-Shehri, Abdullah Mohammed. "The development of reusable online learning resources for instructional design students based on the principles of learning objects". Diss., Manhattan, Kan. : Kansas State University, 2004. http://hdl.handle.net/2097/35.
Texto completo da fonteCemal, Nat Muesser. "Design, development and evaluation of technology enhanced learning environments : learning styles as an evaluation tool for metacognitive skills". Thesis, University of Greenwich, 2012. http://gala.gre.ac.uk/11995/.
Texto completo da fonteWeaver, Lisa L. "Learning Landscapes: Theoretical Issues and Design Considerations for the Development of Childrens Educational Landscapes". Thesis, Virginia Tech, 2000. http://hdl.handle.net/10919/34095.
Texto completo da fonteMaster of Landscape Architecture
Felton, Anthony John. "The development of an effective learning environment in higher education for product design". Thesis, University of Wolverhampton, 2001. http://hdl.handle.net/2436/123345.
Texto completo da fontePerttu, Melinda Heather Crawford. "A Manual for the Learning of Traditional Scottish Fiddling: Design, Development, and Effectiveness". The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1299300924.
Texto completo da fonteDannenberg, David Randall. "Development and Evaluation of Virtual World Instruction Based on a Constructivist Learning Environment Design Framework". Diss., Virginia Tech, 2014. http://hdl.handle.net/10919/51794.
Texto completo da fontePh. D.
Hewitt, Julie E. "Blended Learning for Faculty Professional Development Incorporating Knowledge Management Principles". NSUWorks, 2016. http://nsuworks.nova.edu/gscis_etd/950.
Texto completo da fonteFlores, David. "The EastSide Cafe| A liberated learning zone". Thesis, California State University, Long Beach, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=1526906.
Texto completo da fonteFollowing the 1994 uprising of the Zapatistas, an indigenous army in southern Mexico, a small community arts and education center was developed in East Los Angeles that believed another world was possible. This research seeks to examine the alternative nature and learning of the EastSide Café. Guided by Zapatismo, Chicana Feminism, and decolonial theory, seven EastSide Café members were asked to offer the details of how the EastSide Café promotes alternative learning. The findings present a simple culture of horizontality, but more importantly, a praxis of a liberated learning zone that shifts the consciousness of participants by showing that another world, another way, is possible.
Tippery, Gabriel J. "Learning to Be in the Digital Era: A Holistic Learning Framework for Design Education". The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1343327316.
Texto completo da fonteWang, Qichao. "Game-Aided Education for Transportation Engineering: Design, Development, and Assessment". Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/78375.
Texto completo da fonteMaster of Science
This thesis presents the effort of making computer games for education purpose. I developed five games corresponding to the five areas in transportation engineering courses. The objective of this work is to let the students understand the hard concepts in transportation engineering by playing the developed games. The students can play the games online, and their gameplay data will be recorded as they play. The effectiveness of this work was tested using before-and-after quizzes. We designed a set of quizzes that are within transportation engineering and can be solved using the knowledge learned in the games. We asked the students to do the quizzes and, without any feedback, do the same quizzes again after playing the games. The result showed that their scores improved in general, which means their understanding of transportation engineering was improved. Using the data collected from the gameplay, quizzes, and the students’ course scores, I proposed a gravity model that describes how students were engaged in the games. I found that different games could attract different students.
Bhatnagar, Kangana. "Healing, Learning and Play". VCU Scholars Compass, 2008. http://scholarscompass.vcu.edu/etd/1561.
Texto completo da fonte