Dissertations / Theses on the topic 'Asynchronous video learning model'
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Griffiths, Michael Edward. "Improving the asynchronous video learning model /." Diss., CLICK HERE for online access, 2010. http://contentdm.lib.byu.edu/ETD/image/etd3518.pdf.
Full textGriffiths, Michael E. "Improving the Asynchronous Video Learning Model." BYU ScholarsArchive, 2010. https://scholarsarchive.byu.edu/etd/2048.
Full textYoung, Eric H. "Promoting Second Language Learning Through Oral Asynchronous Computer-Mediated Communication." BYU ScholarsArchive, 2018. https://scholarsarchive.byu.edu/etd/7051.
Full textSalur, Prashanth Kumar. "A model for World Wide Web based asynchronous laboratory learning in engineering education." Morgantown, W. Va. : [West Virginia University Libraries], 1999. http://etd.wvu.edu/templates/showETD.cfm?recnum=604.
Full textTitle from document title page. Document formatted into pages; contains vi, 225 p. : ill. (some col.) Includes abstract. Includes bibliographical references (p. 100-102).
Er, Erkan. "Livelms: A Blended E-learning Environment, A Model Proposition For Integration Of Asynchronous And Synchronous E-learning." Master's thesis, METU, 2009. http://etd.lib.metu.edu.tr/upload/12610944/index.pdf.
Full textactivities efficiently, especially in crowded sessions, and consequently they fail to effectively assess the performance of distant learners. On the other hand, in spite of being physically distant, instructor should monitor students&rsquo
activities and assess their performance effectively so that learners can be informed as quickly as possible of how well they are doing. This thesis aims to develop an e-learning tool for distance education that integrates asynchronous and synchronous learning environments to offer an enriched e-learning platform. The tool enables instructor to keep track of students&rsquo
activities, assesses learners&rsquo
participation during online synchronous sessions dynamically, and provides asynchronous access to assessment data after the lectures. In this way, it is aimed to monitor performance of distant learners by the instructor more efficiently.
Uggerud, Nils. "AnnotEasy: A gesture and speech-to-text based video annotation tool for note taking in pre-recorded lectures in higher education." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-105962.
Full textChapala, Usha Kiran, and Sridhar Peteti. "Continuous Video Quality of Experience Modelling using Machine Learning Model Trees." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 1996. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-17814.
Full textTencé, Fabien. "Probabilistic Behaviour Model and Imitation Learning Algorithm for Believable Characters in Video Games." Brest, 2011. http://www.theses.fr/2011BRES2032.
Full textCe manuscrit cherche à concevoir un modèle de comportement pour le contrôle de personnages crédibles dans les jeux vidéo. Nous définissons un personnage crédible comme un programme informatique capable de contrôler une représentation virtuelle de façon à ce que des observateurs dans l’environnement virtuel pensent que la représentation est contrôlée par un humain. Nous établissons 10 critères plus précis pour établir notre thèse. Pour répondre à ces 10 critères nous avons étudié des modèles développés à la fois dans le domaine académique et de l’industrie, L’évolution étant un des critères, nous avons aussi étudié les algorithmes d’apprentissages existants, notamment ceux basés sur l’imitation étant le mieux adaptés à la crédibilité. De ces études nous avons conclu que le modèle de Le Hy était une excellente base pour de futurs développements. Nous utilisons l’approche de Le Hy mais nous avons effectué des choix différents en vue d’une meilleur crédibilité. Nous proposons un raffinement sémantique et un mécanisme d’attention pour réduire le nombre de paramètres dans le modèle et améliorer le comportement. Un algorithme est ajouté pour permettre au personnage de s’orienter dans l’environnement et un l’algorithme d’apprentissage des paramètres du modèles a été repensé. Ces propositions permettent au modèle d’apprendre rapidement des associations stimuli-actions qui ressemblent à des comportement humains. Cependant de mauvaise associations sont aussi faites rendant le comportement non crédible. Selon nos mesures, notre modèle donne de meilleurs résultats en terme de crédibilité que le modèle de Le Hy, mais des améliorations restent encore à faire pour atteindre notre objectif
Sansing, Elizabeth M. "Teaching Observational Learning to Children with Autism: An In-vivo and Video-Model Assessment." Thesis, University of North Texas, 2017. https://digital.library.unt.edu/ark:/67531/metadc1062891/.
Full textRyam, Everett. "A Model for Strategic Planning and Administering an Asynchronous Learning Network and SCORM within Higher Education Using the UML." NSUWorks, 2003. http://nsuworks.nova.edu/gscis_etd/813.
Full textMoffett, Jeffrey P. "Applying Causal Models to Dynamic Difficulty Adjustment in Video Games." Digital WPI, 2010. https://digitalcommons.wpi.edu/etd-theses/320.
Full textCollins, Kevin Scott. "EVALUATING DIFFERENCES IN TEST ACHIEVEMENT OF MEDICAL DOSIMETRY STUDENTS PARTICIPATING IN INSTRUCTION WITH SYNCHRONOUS VERSUS ASYNCHRONOUS VIDEO CONSIDERING PERSONAL LEARNING STYLE AND BLOOM'S TAXONOMY LEVEL." OpenSIUC, 2011. https://opensiuc.lib.siu.edu/dissertations/371.
Full textBackåberg, Sofia. "Video-supported Interactive Learning for Movement Awareness : a learning model for the individual development of movement performance among nursing students." Doctoral thesis, Linnéuniversitetet, Institutionen för hälso- och vårdvetenskap (HV), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-52413.
Full textSoler, Julien. "Orion, a generic model for data mining : application to video games." Thesis, Brest, 2015. http://www.theses.fr/2015BRES0035/document.
Full textThe video game industry's needs are constantly changing. In the field of artificial intelligence, we identify inchapter 1, the different needs of industry in this area. We believe that the design of a learning behavior through imitation solution that is functional and efficient would cover most of these needs. In chapter 2, we show that data mining techniques can be very useful to provide such a solution. However, for now, these techniques are not sufficient to automatically build a comprehensive behavior that would be usable in modern video games. In chapter 3, we propose a generic model to learn behavior by imitating human players: Orion.This model consists of two parts, a structural model and a behavioral model. The structural model provides a general data mining framework, providing an abstraction of the different methods used in this research. This framework allows us to build a general purpose tool with better possibilities for visualizing than existing data mining tools. The behavioral model is designed to integrate data mining techniques in a more general architecture and is based on the Behavior Trees. In chapter 4, we illustrate how we use our model by implementing the behavior of players in the Pong and Unreal Tournament 3 games using Orion. In chapter 5,we identify possible improvements, both of our data mining framework and our behavioral model
Walker, Lawrence Edward. "Changing behaviour using video self modelling: its training applications and perceptions in New Zealand settings." Thesis, University of Canterbury. Educational Studies and Human Development, 2009. http://hdl.handle.net/10092/4456.
Full textRogers-Ostema, Patrick J. "Building and using a model of insurgent behavior to avoid IEDS in an online video game." Thesis, Manhattan, Kan. : Kansas State University, 2010. http://hdl.handle.net/2097/4112.
Full textZhang, Jing, and Vlad Vamoș. "How does the UX Design of video conferencing software affect student engagement in online education?" Thesis, Jönköping University, JTH, Avdelningen för datateknik och informatik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-53164.
Full textShearer, James D. "Development of a Digital Game-Based Learning Best Practices Checklist." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1303865257.
Full textVellala, Abhinay. "Genre-based Video Clustering using Deep Learning : By Extraction feature using Object Detection and Action Recognition." Thesis, Linköpings universitet, Statistik och maskininlärning, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-176942.
Full textVizzotto, Bruno Boessio. "Algoritmos para o módulo de controle de taxa de codificação de vídeos multivistas do padrão H.264/MVC." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2012. http://hdl.handle.net/10183/54865.
Full textThis master thesis presents a novel Hierarchical Rate Control – HRC – for the Multiview Video Coding standard targeting an increased bandwidth usage and high video quality. The HRC is designed to jointly address the rate control at both framelevel and Basic Unit (BU)-level. This scheme is able to exploit the bitrate distribution correlation with neighboring frames to efficiently predict the future bitrate behavior by employing a Model Predictive Control that defines a proper control action through QP (Quantization Parameter) adaptation. To provide a fine-grained tuning, the QP is further adapted within each frame by a Markov Decision Process implemented at BU-level able to take into consideration a map of the Regions of Interest. A coupled frame/BU-level feedback is performed in order to guarantee the system consistency. A Reinforcement Learning method is responsible for updating the Model Predictive Control and the Markov Decision Process parameters. Experimental results show the superiority of the Hierarchical Rate Control compared to state-of-the-art solutions, in terms of bitrate allocation accuracy and rate-distortion, while delivering smooth video quality at both frame and Basic Unit levels.
Gilliam, Austin Taylor. "Using Deep Neural Networks and Industry-Friendly Standards to Create a Robot Follower for Human Leaders." The Ohio State University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=osu1524150398390964.
Full textPandiscia, Nicola. "Analisi di sequenze video per rilevazioni demografiche ed emotive da software su microcontroller." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2020.
Find full textAdanin, Kristina. "Students’ Attitudes and Intentions of Using Technology such as Virtual Reality for Learning about Climate Change and Protecting Endangered Environments." Ohio University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1604061222276647.
Full textMilliken, Barbara E. "Determining Critical Content for Online Faculty Professional Development Focused on Serving Veterans in the Classroom Environment." University of Akron / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=akron1529689150088527.
Full textLin, Yu-Ting. "Analyse de performance des services de vidéo streaming dans les réseaux mobiles." Thesis, Paris, ENST, 2016. http://www.theses.fr/2016ENST0080/document.
Full textAs the traffic of video streaming increases significantly in mobile networks, it is essential for oper- ators to account for the features of this traffic when dimensioning and configuring the network. The focus of this thesis is on traffic models of video streaming in mobile networks. For real-time video streaming traffic, we derive an analytical form for an important Quality-of-Service (QoS) metric, the packet outage rate, and utilize the model for dimensioning. For HTTP adaptive video streaming traffic, we propose and evaluate other QoS metrics such as the mean video bit rate, the deficit rate and the buffer surplus, so as to find the good trade-off between video resolution and playback smoothness. We study by simulation the impacts of some key parameters of the system. We show that using smaller chunk durations, fewer video coding rates and round-robin scheduling may provide a smoother video playback but decrease the mean video resolution. We also propose to adapt the number of chunks downloaded in an HTTP request so that each HTTP request has the same data volume. Finally, we apply machine learning techniques to analyze the correlation between system characteristics and the quality of experience (QoE) of users
Dalli, Kevin Charles. "Technological Acceptance of an Avatar Based Interview Training Application : The development and technological acceptance study of the AvBIT application." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-107108.
Full textPop, Ionel. "Détection des événements rares dans des vidéos." Thesis, Lyon 2, 2010. http://www.theses.fr/2010LYO22023.
Full textThe growing number of video data makes often difficult, even impossible, any attemptof watching them entirely. In the context of automatic analysis of videos, a recurring request is to identify moments in the video when something unusual happens.We propose several algorithms to identify unusual events, making the hypothesis that these events have a low probability. We address several types of events, from those generates by moving areas to the trajectories of objects tracked. In the first part of the study, we build a simple tracking system. We propose several measures of similarity between trajectories. These measures give an estimate of the similarity of trajectories by taking into account both spatial and/or temporal aspects. It is possible to differentiate between objects moving on the same path, but with different speeds. Based on these measures, we build models of trajectories representing the common behavior of objects, so that we can identify those that are abnormal.We noticed that the tracking yields bad results, especially in crowd situations. Therefore, we use the optical flow vectors to build a movement model based on a codebook. This model stores the preferred movement directions for each pixel. It is possible to identify abnormal movement at pixel-level, without having to use a tracker. By using temporal coherence, we can further improve the detection rate, affected by errors of estimation of optic flow. In a second step, we change the method of construction of this model. With the new approach, we can extract higher-level features — the equivalent trajectories, but still without the notion of object tracking. In this situation, we can reuse partial trajectory analysis to detect rare events.All aspects presented in this study have been implemented. In addition, we have design some applications, like predicting the trajectories of visible objects or storing and retrieving tracked objects in a database
Tsai, Dong-Fong, and 蔡東峰. "Study model for asynchronous networking platform interdynamic learning in Science." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/20616599528204014032.
Full text國立雲林科技大學
資訊管理系碩士班
95
This articles study the elementary school natural sciences assistant learning model base on the asynchronous network dynamic platfoem. We use the Social Science Research method to analysis, Statistics the students virtual money, prestige value, medal and all published paper record on this learning platform, use questionnaire investigation and students term achievement. Run SPSS Statistical analysis to find out the asynchronous type networking interdynamic learning model. Issue articles from students become more and more, it means initiative learning from gather information from internet. The learning of class can review by this work. Encourage students to raise their issue articles by the grade and medal of virtual community, it helps students learning atmosphere. Making content of the study no longer stubborn and rigid, but a series of contests and competitions. Similar to online games that replace study practices of what we adapted., This will let students felt non-repulsive, and result an effective learning.
Lee, Hsiao-lan, and 李曉嵐. "The Study of Web-based Scaffolding Interactive Learning Model in Asynchronous Distance Learning." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/03898982074667760790.
Full text國立台北師範學院
教育傳播與科技研究所
93
The purpose of the case study is to design an interactive learning model based on scaffolding theory for the learners in the forum of asynchronous distance learning and to investigate the learners’ learning achievement and communication process in the conduct of web-based scaffolding interactive learning model (WSIL model). The participants for the present study were the students in class A and class B of the on-line course of Introduction of Multimedia in National Taipei Teachers College. In the forum, the general interactive learning model was adopted in class A, and the WSIL model was adopted in class B. The WSIL model includes interactive stages,forms, and steps. The interactive stages can be divided into three stages:induced stage、scaffolding extradition stage and scaffolding practice stage. The interactive forms can be divided into two forms:class interactive form and group interactive form. And, the interactive steps can be divided into four steps:wait,guide, excitation,and reflection stages. The division of the interactive stages and forms depended on the course schedule and the characteristics of the content and the learners. The four interactive steps of the WSIL model were put into practice only in the scaffolding extradition stage and the scaffolding practice stage. Based on the quantitative and qualitative data analysis, the findings of the study are summarized as follows: 1. The amount of articles in the Discussion Board about learning in the WSIL model is 9 times more than that in the general interactive learning model. In the scaffolding extradition stage, the amount of articles about questioning,answering, and knowledge organization is almost the same. And in the scaffolding practice stage, the amount of articles about knowledge organization is much larger than the others. 2. In the WSIL model, the amount of the learners of active learning is two times more than that in the general interactive learning model. 3. In the WSIL model, the amount of the learners of active interaction is two times more than that in the general interactive learning model.
TSENG, KE-MING, and 曾科銘. "Application of Deep Learning Model to Human Action Recognition in Video." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/3qk2ms.
Full text國立高雄科技大學
資訊管理系
107
In the era of big data, a large amount of image data has been accumulated, but recognizing the action behavior in an image requires a lot of manpower and time. In order to cope with this time-consuming and laborious work, this study uses a deep learning model that applies image recognition to motion recognition. The 3D convolutional neural network (3DCNN) is the mainstream of today's motion recognition, but 3DCNN has no other models that compete against each other. To this end, the study used a model that would be applied to weather prediction and traffic flow prediction: Convolutional Long-Term Memory Network (ConvLSTM) was applied to the task of motion recognition to compare the pros and cons of the two. This study will compare three different data sets: UCF (class 101), LSA (class 64) and UTD (class 27), compare 3DCNN with ConvLSTM, and combining the three data sets to verify the accuracy of the model. The final experimental results show that ConvLSTM is better than 3DCNN in three different data sets, and the result of the combined data set is also the best for ConvLSTM. The accuracy of 3DCNN and ConvLSTM is better than LSTM and BLSTM in the literature companison with the two data sets of LSA and UTD. This study proposes the application and development of action recognition using ConvLSTM first.
Li, May-Whae, and 李美慧. "The Application of Technology Acceptance Model in Studying the Intention of Asynchronous Learning Network System Usage." Thesis, 2001. http://ndltd.ncl.edu.tw/handle/93137749540194175297.
Full text國立中正大學
資訊管理學系
89
Asynchronous Learning Network Systems (ALN) has become an emerging information technology to facilitate distant learning and education. Most of related studies focus on examining performance-related factors in the learning process. However, the system usages as well as the behavior and attitude of users toward ALN have yet been reported. According to the technology acceptance model, this study proposes a causal model to examine the factors associated with the ALN system use. The empirical results show that “perceived usefulness”, “flexibility”, and “reliability” positively influence the intention and usage. And, the most important factors affecting “perceived usefulness” are “flexibility”, “teaching material”, and “interaction of e-mail”.
Hu, Zhi-Wei, and 胡芝瑋. "An E-learning Model Based on Online Video with User Contributed Content." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/31850949209507008239.
Full text國立暨南國際大學
資訊管理學系
97
The rising network technology changes the model of learning though the applications of internet. Video courseware is getting important in e-Leaning and has been widely adopted by various levels of schools. However, most of existing video-based e-learning platforms still lack proper mechanism for inter-learner interactions, inner video searching, and easy annotation as that of traditional teaching materials. The Web2.0 concept emphasizes on closer interaction and user-centric thinking; it advocates the concept of co-creation with users and sharing. Integrating Web2.0 concepts into e-Learning platforms may effectively improve the development of e-Learning environment. This paper proposed a learning model which integrated the video courseware with Web2.0 concept. A prototype system was implemented to demonstrate the operational process of the proposed model, and through which the digital video resources can become meaningful knowledge objects. Learners’ feedbacks to any specific section of video can be annotated and shared, and learners can create their own adaptive course through efficient recombination of separated video knowledge object. Therefore, the learner-centric thinking and closer interaction between learners makes learning more and more efficient.
林琬淇. "The Development of Asynchronous Network Collaborative Learning Model and Its Application on “Children’s Activity Design and Internship”." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/23688976374446705105.
Full text國立高雄師範大學
教育學系
94
The aim of this research was developing the Asynchronous Network Collaborative Learning Model (ANCLM) and testing the feasibility and effectiveness of this developed ANCLM. This research chose the Early Childhood Care and Education Department of a technology university to conduct a study and follow the Hunkins decision-making model to build a three-stage study structure. The first stage was development and implementation utilizing literature review, theory analysis and expert consultation, with data collected and analyzed from interviews, to develop an ANCLM, adopting the Systematic Design of Instruction of Dick and Carey and using “Children’s Activity Design and Internship” as the research scope. The second stage was the collection of research data, evaluation and modification of the ANCLM. The third stage was a quasi-experimental research adopting Pretest-Posttest Control Group design, choosing two sophomore classes as the research subjects, and assigning one class as the experiment group and the other as the control group. The experiment group was taught with the “ANCLM” and the control group was taught with ordinary teaching methods. The quantitative data obtained from the experiment was analyzed by ANCOVA. This research can draw the following conclusions: 1. Previous web-based teaching experiments lacked curriculum development context, mostly only considering the Internet as the teaching “tool”; 2. Starting out using curriculum development, this research integrated characteristics of collaborative learning and asynchronous network learning to construct the ANCLM; 3. The teaching experiment verifies that the ANCLM indeed has feasibility; 4. This experimental teaching results show that the ANCLM certainly can enhance students’ learning effects; 5. The ANCLM provided positive effects on learners, improving their interpersonal communication, problem solving competency, learning approaches and initiative learning. Suggestions derived from the research results are divided into three categories: Firstly, in regard to teaching: 1. Teachers can deploy ANCLM in their teaching so as to enhance their students’ learning effects; 2. Teachers can use developed network teaching platforms to assist themselves in solving the problem of insufficient technology skills; 3. Teachers should set up a database of teaching resources not only to improve the limitations of a teaching platform but also to provide students with additional material; 4. Teachers can invite instructors of different fields to participate in conducting web-based teaching experiments thus increasing each other’s cross-field professional development via a “network teaching team.” Secondly, to the school administrators: 1. Construct teaching functions of teaching platforms in accordance with individual departmental needs in order to increase network teaching efficiency; 2. During network teaching, the school should offer more assistance in meeting administration needs and providing hardware resources to teachers in order to improve teaching efficiency and learning effect; 3. During network teaching, the school should strengthen the campus local area network so as to improve teaching efficiency and learning effect. Thirdly, in regard to future research recommendations: 1. Students in Early Childhood and Education Department of teacher universities should be used to examine the learning effect of ANCLM; 2. From the findings during the research process, it is realized that future promising research topics include:(1)Exploring the effect of ANCLM on learning effects of “Young Children Care Practicum,” “Curriculum Model,” and “Principles of Curriculum and Teaching Theory Courses”; (2)Applying ANCLM to “Observation and Recording of Young Children’s Behavior,” “Activity Design for Special Children,” and “English Teaching for Children” relevant practicum oriented teaching courses; (3)Using network collaborative learning as the independent variable, and taking logical mathematics, visual space and motor skill etc., as the intervening variables to explore their effects; (4)Extending the teaching concept of the ANCLM to other departments and conducting experiment in teaching theory and practical courses, respectively, and to probe into their experimental effects.
Lin, Yu-Fang, and 林裕芳. "The Study on Developing a Learning Emotion Recognition and Emotion Transferring Model during Video-based Programming Learning." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/9vj8p9.
Full text國立中興大學
資訊管理學系所
106
Traditional classroom teaching and online learning require evaluation to confirm the effectiveness of student learning. Usually used evaluate methods are summative evaluation and formative evaluation. By observing the facial expressions of students, teacher feedback can be provided during the teaching process to implement formative evaluation. The study mentioned that the use of cognitive affective emotions is more significant than basic emotions in learning. Six kinds of cognitive affective emotions are frustration, confusion, boredom, delight, flow and surprise. Therefore, this thesis renames the above six emotions and neutral emotions as “learning emotions”. This study uses facial expressions to detect students'' emotions in learning process and convert them into emotional transfer paths. The emotional transfer path is used to evaluate the students'' learning outcomes and feedback to the teacher. It is judged whether the students understand the content of the class and adjust the teaching strategies. First, we build the learning emotion recognition model. The learning emotions database is used as the training data of the model. The classifier is support vector machine. The input of the classifier is the feature values by the facial feature points, and the feature selection is use genetic algorithm. The average accuracy of the model is 85.84%. Secondly, collect and mark the students'' facial expression lable in the video based learning, and build the transfer path model for students'' emotions. Inductive of high and low prior knowledge and good or poor learning outcomes. The research results show that: (1) In Video-based learning, confusion to flow, boredom to flow, flow to boredom and flow to confusion were significant. (2) Learner with high prior knowledge and good learning outcome, flow to boredom, boredom to flow, and flow to confusion transitions were significant. (3) Learner with high prior knowledge and poor learning outcome, flow to boredom, boredom to flow were significant. (4) Learner with low prior knowledge and good learning outcome, flow to boredom and boredom to flow were significant. (5) Learner with low prior knowledge and poor learning outcome, flow to boredom and boredom to flow were significant. Finally, based on the above results, the learning effectiveness evaluation model is established through different prior knowledge and different learning outcomes, and different instructional strategies are obtained. The instructional strategies can be feedback to the teacher to adjust the teaching strategy in real time.
Yu, Yin-Hung, and 余垠宏. "Based on Video Conference Technology to Develop the Peer Learning Model and System." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/97518087971726773208.
Full text國立中正大學
資訊工程所
95
Due to the prosperity of computer technology and rapid increase of Internet scope, the video conference becomes a very popular communication way. It also has been used as the platform of digital teaching in the recent years. Most video conferences are Server-Client. However, the Server-Client model suffers from a serious problem not proceeding teaching works if the server is unreliable. Now, P2P (Peer-to-Peer) is another communication on Internet architecture which brings more effective consequence and raises user’s attention accordingly. The meaning of so-called “Peer-to-Peer,” it means “a communication delivered between user and user” and therefore Servers give no service. This research is about the way which assists teaching by interactive learning among students. By means of personalized teaching method, the thesis proposes an assistant teaching system which offers interactive learning among students. This system uses video conference to realize the personalized teaching model. In addition, the Mastery learning is applied to design the system so that the users with different levels can find their suitable learning methods and materials. Accordingly, the users can employ the system to improve their learning effect.
Han, Hung-Kuang, and 韓宏光. "A Deep Learning Model for Extracting Live Streaming Video Highlights using Audience Messages." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/t45kgz.
Full text國立臺灣大學
資訊管理學研究所
107
Live streaming has become a ubiquitous channel for people to learn new happenings. Although live streaming videos generally attract a large audience of watchers, their contents are long and contain relatively unexciting stretches of knowledge transmission. This observation has prompted artificial intelligence researchers to establish advanced models that automatically extract highlights from live streaming videos. Most streaming highlight extraction research has been based on visual analysis of video frames, and seldom have studies considered the messages posted by the viewer-audience. In this paper, we propose a deep learning model that examines the messages posted by streaming audiences. The video segments whose messages reveal audience excitement are extracted to compose the highlights of a streaming video. We evaluate our model in terms of multiple Twitch streaming channels. The precision of our highlight extraction model is 51.3% and is superior to several baseline methods.
Ma, Chia-Chun, and 馬嘉君. "A study of integrating asynchronous learning network with a systematic design of instructional model in a teacher education course." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/44111959009411076037.
Full text中原大學
教育研究所
94
Abstract The purpose of this study was to explore the effectiveness of integrating Asynchronous Learning Networks (ALN) in ‘Systematic Instructional model’ in terms of the preservice teachers’ learning and knowledge constructing process. The preservice teachers’ perspectives and suggestions towards the innovative teaching method were provided as reference for future instructional model design. The methodology of the study was based on survey research method. There were 20 elementary preservice teachers participated in the study. Data collection contained feedback questionnaire, semi-structured interview, the assignments in final semester and online data in order to investigate the improvement of learning interests and interaction with teachers, the effectiveness of combining theory in practice, as well as the factors and restrictions which affected learning. The findings show that (1) Although ALN had the advantages of improving the interaction between peers and lifting restrictions of time and space, it however could not present the emotion in face-to-face contact between the teacher and the students. Therefore, classroom teaching could not be fully replaced by ALN; (2) Because of the anonymity, flexible time and space of ALN, the learners had autonomy in learning and opportunity to express their opinions thus facilitated their active learning; (3) Through classroom observation, the learners had better understanding of the inservice teachers’ teaching situation and teaching skills. Hence, they could review the teaching theory learned in class and effectively combine theory in practice; (4) Through teaching practice, the learners had the opportunity to apply the strategies and classroom activities viewed from the observation and learn from other groups’ teaching methods and skills; (5) The curriculum developed by Systematic Design of Instructional Model could help the learners gradually organize and internalize teaching theories and enhance learning interests and group collaborative learning by its diverse teaching methods. Finally, some considerations were suggested for future research such as the design of diverse teaching method and content, the involvement of teacher and appropriate guidance during learning in ALN, and the arrangement and content of classroom observation.
Heng-Chi, Hsu, and 許恒齊. "The Study of Learning Motivation with ARCS Model on Video Editing Course through Taiwanese Films." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/70614935024127471797.
Full text國立臺北教育大學
教育傳播與科技研究所
101
This research was based on the ARCS model of motivational design developed by Keller in 1983, which integrated Taiwanese films into video editing courses. It investigated that the performance of the students’ motivation toward learning, their learning process and study outcome. The subjects were 16 first-year graduate students, and each of them conducted 4 teaching activities containing 3 classes for a total of 12 units. This research applied questionnaire method and was supplemented by qualitative data; it included semi-structured interviews, student self-assessment forms and personal homework. After learning the integrating Taiwanese films into video editing courses, questionnaires were implemented, and then 5 of the 16 students were randomly selected to conduct the interview. The results of this research were concluded as follows: 1.Performance of the students’ motivation of learning: Judging from textbook motivation scale, with the seven point scale as grading criteria, it got the averages of four aspects: “attention” 5.76, “relevance” 5.85, “confidence” 5.43, “satisfaction” 5.66. It revealed that integrating Taiwanese films into video editing courses with the features which led to the motivation toward learning. Furthermore, issues like compatibility of the software with the hardware, English interface, and the familiarity with the software, etc. were all crucial to students’ motivation to learn. 2.Learning process: From the attendances and homework handing in, all 16 subjects had good performances; there was neither absence nor lacking of homework, which indicated that the students knew the importance of the courses. From the student self-assessment form, with the seven point scale as grading criteria, it had “first class” 6.04, “second class” 5.79, “third class” 5.96, and “fourth class” 5.96. The result was positive, meaning that the students identified the content of Taiwanese films as part of the teaching. They could understand the technical skills for operating the software in the learning process. In the interviews for the learning process, the design of the course aroused students to think of video editing and apply it whenever possible. Besides, student self-assessment forms helped them supervise themselves and inspect their own learning conditions. 3.Study outcome: With five point scale as criteria, there were a total of 20 questions out of 100 points. Two instructors evaluated the homework from the 16 students. Their total average is 70.69, which showed the study outcome after the learning had a positive trend when integrating Taiwanese films into professional software courses. 4.The students’ views toward the course: integrating Taiwanese films into course provided students with a sample for reference of movie effect. Besides, if the clips of Taiwanese films were familiar to the students, they would be more proficient when producing works. Whereas in the design of the course, adding aesthetic knowledge of film editing not only increased variability to it, but also encouraged the students to probe into other details of editing. Joining the group discussion activities might increase the interaction with peers. However to avoid chance and attitude depending on luck, it was necessary to retain some opportunities of personal activities and homework. Though Taiwanese films were provided with sound and light effects, the movie presentation would limit students’ creativity when they edited clips. The researcher expected the results of this study could provide a substantial teaching proposal for the teachers instructing video editing courses. In addition, this research also expected to provide an instructional design reference for the teachers who aspire to pursue the development of video editing.
Helm, Hammonds Lenora. "A jazz orientation of the Three-Dimensional Developmental Trajectory of the intercultural maturity model." Thesis, 2021. https://hdl.handle.net/2144/43094.
Full textLin, Mei-Hsin, and 林美馨. "Exploration of Asynchronous e-Medical Learning Via ISS Model -A Case Study of "Formosan''s e-Medical School" of Executive Yuan Department of Health-." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/81495488305991525877.
Full text國立中正大學
資訊管理學系
93
The 21st century is the era of intellectual competition. The widespread use of the Internet, as well as the progress of multimedia technologies, enables mankind to easily break through the barrier of time and space and speedily acquire updated information and knowledge via information technologies. As people are becoming more demanding on quality of medical services, hospitals in an attempt to maintain their competition edge have to offer training and education programs for their medical staffs in order to enhance the quality of medical services and meet the expectation of patients. The nature of medical cares is special, however, and conventional training and education programs are falling behind. The Internet is everywhere, and e-learning has become the future of medical professionals. Based on ISS Model and from the perspective of the user, this paper delves into factors that affect the learning effect of Asynchronous Medical e-Learning. Research objects include registered members of “Formosan’s e-.Medical School”of Executive Yuan Department of Health. Data are collected through online questionnaire surveys. All together 1,100 pieces of email were issued to the members between November 18 and December 15 during the 4 weeks the survey was conducted. 414 questionnaires were returned, out of which 228 are from medical personnel and 186 are from the general public. In sum the return rate is 37.3%. After 37 invalid questionnaires were removed, there were 377 valid questionnaires. The questionnaire explanation rate is 91.1%. This study employs the approach of Principal Component Analysis to extract the 4 factors for evaluating the learning effect of Asynchronous Medical e-Learning, including “Learning Community” “Interface Easiness,” “Information Quality” and “Service Quality.” Utilizing stepwise regression analysis it explores the correlation intensity and direction of each factor in association with learning effect. Research outcomes indicate:〈1〉To “Intention to use,” “Service Quality,” “Interface Easiness” and “Information Quality” are statistically significant.〈2〉To “Satisfaction,” “Service Quality,” “Interface Easiness,” “Information Quality” and “Learning Community” are statistically significant.〈3〉Through the adjusted R2 and the regression equation we learn that to “Intention to use” and “Satisfaction,” “Service Quality” has the greatest explanation variation and influence. Others include “Interface Easiness” and “Information Quality” in order. Pearson Correlation Analysis reveals that there is significant positive correlation between “Intention to use,” “Satisfaction” and “Benefit.” It is the researcher’s sincere hope that this paper can serve as a reference for “Formosan’s e-Medical School” of Executive Yuan Department of Health and other medical e-learning websites to plan system establishment, curricula and services. For the academic circle, the structural facets and questionnaires developed for this paper can serve as the basis for follow-up researchers to engage in empirical studies with expanded scope, sample size and research objects and establish a instrument for measuring of the effect with medical e-learning.
Noble, Michael-Anne. "Characterization of critical thinking indicators in problem-based learning online discussions of blended and distance undergraduate environmental science students using the community of inquiry model." Thesis, 2017. https://dspace.library.uvic.ca//handle/1828/8516.
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Chen, Jhih-jia, and 陳致嘉. "Effects of Learning Motivation and Results on Integrating Innovative Teaching Methods into Model Making Classes of Product Design Education: Taking Multimedia Video Teaching Materials Infused in “Machine Workshop Practice” as an Example." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/drqw5v.
Full text大同大學
工業設計學系(所)
106
With the development of technology, more and more information infusioned teaching materials has been integrated in classes on various subjects. The cultivation of model-making ability has always been highly valued in product design education. However not many students can fully understand what teachers taught during the classes of model making courses because concept explanation and operation demonstration often take up most of the class time, resulting in no time for students to practice. This situation affects the students' learning outcomes. Moreover, students may decline in learning motivation and attendance due to spatial constraints or disturbances in ambient noise in model making factory. This study is a 16-week teaching experiment with the Department of Design of Tatung University. The purpose is to explore the learning motivation and effects of students taught with innovative teaching materials. This study is a quasi-experimental study. Experimental group was taught with a video series, which officially designated by the Department. The control group remains as didactic teaching methods. The participants are 91 first-year students of the Department of Design, Tatung University. This study was aimed to investigate and compare the influence of multimedia teaching materials on the learning motivation and effects of students in the hands-on model-making course. The study found that students who are assisted with multimedia video are more likely to grasp mater of course contents. On the other hand, learning outcomes of experimental group is higher than that with traditional teaching methods.
Rohbanfard, Hassan. "Observational learning of motor skills : Looking for optimal models." Thèse, 2011. http://hdl.handle.net/1866/8724.
Full textObservation of a model practicing a motor skill has been shown to promote the learning of that skill. However, relatively little is known regarding the attributes of a good model and the conditions of observation that can optimize learning. In the three studies reported in this thesis, we investigated the effects of the model’s skill level, the model’s handedness, the observation perspective, and the medium of presentation on the learning of a sequential, four-segmented timing task. In the first experiment of the first study, we had participants observe a novice, an expert, or a combination of both novice and expert models (i.e., mixed model). The results of the retention/transfer tests revealed that observation of the novice model was not as effective for the learning of the task as observation of the expert and mixed models. Importantly, a mixed schedule of novice and expert observation resulted in more stable movement time and better generalization of the imposed relative timing pattern than observation of either a novice or an expert model. In the second experiment, we wanted to determine whether a certain type of novice performance (highly variable, with or without performance improvement) in a mixed observation schedule results in better learning of the task. No significant differences were revealed with respect to the type of novice model used in a mixed schedule of observation. These results suggest that mixed observation provides an accurate template of what to do (expert observation), which is enhanced when it can be contrasted with the performance of less successful models. In our second study, right-handed participants were asked to observe, from a first-person or a third-person perspective, a right-handed (i.e., same-handed) or left-handed (i.e., opposite-handed) model performing the experimental task. Observation of the same-handed model resulted in better learning of the task than did observation of the opposite-handed model, regardless of the observation perspective. This suggests that the action observation network (AON) is more sensitive to the model’s handedness than to the observer’s viewpoint. Thus, the AON seems to be linked to sensorimotor regions of the brain that simulate motor programming as though the observed movement was performed with one’s own dominant hand. Finally, in the third study, we were interested to determine whether the medium of presentation (live vs. video) affects observational learning and whether this effect would be mediated by the observer’s viewpoint (1st vs. 3rd person). In that regard, participants observed a live model or a video presentation of the model from a first- or third-person perspective. Our results revealed that observation did not differ significantly as a function of the media or the perspective of observation. These results are inconsistent with the predictions of brain imaging studies that show a larger activation of the sensorimotor cortex during live observation compared with video observation and from a first-person compared with the third-person perspective. Taken together, our results indicate that the model’s skill level and handedness are important determinants of observational learning, whereas the observer’s viewpoint and the medium of observation had no significant impact on motor task learning. In addition, our results suggest that the larger activation of AON revealed in brain imaging studies during action observation does not necessarily result in or indicate better learning of the task.
Kolek, Lukáš. "Empirický výzkum reprezentace historických informací v médiu počítačových her, jejich vnímání uživatelem a jejich intrapersonální vzdělávací výsledky." Doctoral thesis, 2020. http://www.nusl.cz/ntk/nusl-435411.
Full textMackrous, Isabelle. "Rôle de la vision pour le contrôle de la dynamique du mouvement lors d'un geste de pointage manuel chez l'adulte ainsi que chez l'enfant." Thèse, 2009. http://hdl.handle.net/1866/6473.
Full textAyyavoo, Gabriel Roman. "Using Online Pedagogy to Explore Student Experiences of Science-technology-society-environment (STSE) Issues in a Secondary Science Classroom." Thesis, 2013. http://hdl.handle.net/1807/35769.
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