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Dissertations / Theses on the topic 'Design and technology education'

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1

Aakre, Bjørn Magne. "Technology and Design Education : From play to profession." 名古屋大学大学院教育発達科学研究科 技術・職業教育研究室, 2008. http://hdl.handle.net/2237/12142.

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Davies, Trevor. "Creativity : its contribution to design and technology education." Thesis, University of Reading, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.269122.

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3

Millwood, Richard. "The design of learner-centred, technology-enhanced education." Thesis, University of Bolton, 2014. http://ubir.bolton.ac.uk/1304/.

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This dissertation presents a thesis in the form of three analyses to support creative decision making in the design of learner-centred, technology-enhanced education. The thesis was developed through use and improvement in practice over three decades. The dissertation also describes the action research methodological approach & methods employed and explores a framework based on concepts of design, learner, technology as a foundation for framing the thesis. Finally it evidences the claim for an original contribution to knowledge through an annotated selection from a portfolio of practice. The experience gained through increasingly responsible work rôles, in which the author was expected to guide other designers, shaped the articulation of the three analyses which were made for evaluating designs as a springboard for iterative improvement. These analyses are: • an 'expressive constructivist' model of learning; • an account of how technology can support such learning; • a learner-centred breakdown of questions to focus on progress in education more holistically. This thesis arose from growing tacit and experiential understanding and has been informed by a theoretical and conceptual framework based on academic literature. It is argued that the successful application of these analyses in the practice cited has generated the validity of the thesis, and to a limited extent, reliability.
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Eustace, Natalie Margaret. "Biological Realistic Education Technology (BRET)." Thesis, University of Canterbury. HIT Lab NZ, 2014. http://hdl.handle.net/10092/9242.

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The aim of this project was to develop and evaluate an interactive Augmented Reality interface for teaching children aged 8 to 15 about biological systems present in the human body. The interface was de- signed as one component of a “human body scanner” exhibit, which is to be featured at the ScienceAlive! Science Centre. In the exhibit, the interface allows visualization and interaction with the body systems while being moved across a human male mannequin named BRET. Prior research has shown that Augmented Reality, Visualization applications, and games are viable methods to teach biology to university aged users, and Augmented Reality and interactive systems have been used with children and learning biology as well. BRET went through three iteration phases, in the first phase, prototypes were evaluated by ScienceAlive! and designs and interactions were implemented, while the use of Augmented Reality through a transparent display was rejected. Iteration two included integration of the non-transparent touch display screen and observational evaluation of six children from 9 to 15 years old. This evaluation resulted in design and interaction changes. Iteration three was the last iteration where final interface and interaction modifications were made and re- search was conducted with 48 children from the ages 8 to 15. This was to determine whether learning, fun, and retention rates were higher for children who interacted with BRET versus those who watched video clips, or read text. Each child used one learning method to learn the three different body systems: skeletal, circulatory, and digestion. The results of the final evaluation showed that overall there was no significant difference in the children’s rating of fun or the amount of information they retained between the different learning methods. There was a positive significant difference between some of the expected fun scores and the actual fun scores. It was also found that learning with text was higher than the interactive condition but there was no differences between learning with video and interaction, or with text and video.
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Sarhan, Ahmed. "The utilisation of games technology for environmental design education." Thesis, University of Nottingham, 2012. http://eprints.nottingham.ac.uk/12664/.

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In recent years, the architectural design process has witnessed a mounting demand for qualified practitioners who can resolve the highly complex social, cultural, technological, and economical issues associated with ‘Sustainability’. Designers are thus faced with wider pallet of challenges, developing conceptual designs that are sustainably effective. Pressure is mounting on educational institutions to prepare architects that are well accustomed to the environmental design concepts and parameters, aiming to reduce the impact on the environment and preserve valuable natural resources to bring the building’s interior to comfortable living conditions. However, architectural education has been notably slow to respond effectively to the requirements introduced by sustainability. Evidently there are a number of pedagogical challenges that clearly impede the consistent endorsement of sustainability in the design curricula and thus hinder any potential values and opportunities that can result from its effective integration. This research project examines these challenges and investigates more into their nature and attributes. Accordingly, it proposes a method that endeavours to overcome the noted challenge and attempts to improve the design students' motivation and acceptance to incorporate sustainability. In essence, this method aims to mould the technical nature of Building Performance Simulation applications into the cognitive design process. In order to achieve this, the proposed method utilizes 3D games technology, incorporating Multi-Agent System and Data Mining techniques, to assist design students in achieving higher levels of motivation, engagement, and comprehension of the environmental design concepts. The research discusses the rationale for electing the employed technologies and discusses the methodology for developing the proposed tool. Following its development, the tool is presented to number of stakeholders for evaluating the pedagogical and conceptual basis. The recorded results and the provided feedback from these sessions are presented to assess the potential effectiveness of this method for improving students' understanding of various concepts surrounding sustainable design.
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Haupt, Maria Margaretha Catharina (Grietjie). "A Kirkpatrick evaluation of computer-integrated learning support material for technology education." Diss., University of Pretoria, 2005. http://hdl.handle.net/2263/26648.

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The aim of this research is to establish which aspects influence students’ successful learning of design skills through contextually integrated learning support material for the design and technology education programme at the University of Pretoria. The purpose of the research is threefold: • The first aim is to investigate the extent to which the electronic tutorial, Design in Action (hereafter referred to as “the tutorial”) contributes to students’ (novice designers) design theory in a technological context i.e. to indicate whether the level of sophistication of the exemplary graphics and explanatory text is suited to the context. • The second aim is to establish the levels of learning achieved by learners as a result of the intervention using Design in Action in order to indicate the adequacy of the learning support material in achieving the learning outcomes of the unit. • The third aim is to establish possible improvements for the tutorial to increase its effectiveness in terms of curriculum, media&technology, learning&instruction and teacher education&didactics (Van den Akker, 1999). The findings of this preliminary study will be used in broader studies focused on the design and development of contextually integrated learning support material for design and technology education students. This research is a qualitative case study, including the evaluation of levels of learning of first year pre-service design and technology students, conducted in the interpretative paradigm, within the theoretical frame of socially responsible research (Reeves, 2000). The evaluation of the levels of learning was based on a model designed by Kirkpatrick (Kirkpatrick, 1994). The model delineates four levels of instruction (training) outcomes: reaction, learning, behaviour, and results.
Dissertation (MEd (CIE))--University of Pretoria, 2005.
Curriculum Studies
unrestricted
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7

Mettas, Alexandros C. "Design decision-making by children aged 12-15 within design and technology education." Thesis, Loughborough University, 2011. https://dspace.lboro.ac.uk/2134/9251.

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The thesis presents research regarding decision-making by children aged 12-15 within design and technology education. An in depth discussion of the factors that are affecting children‘s decision-making capabilities in design decision-making as found in the previous literature is presented. The literature provides information on children‘s and adults‘ decision-making processes, research from the area of cognitive development, the implementation of decision-making in educational contexts, the role of teachers and curriculum materials, and the role of knowledge, skills and values within design decision-making. These were reviewed as part of the theoretical background of the study. An action research methodology was designed in order to gather data relevant to children‘s decision-making behaviour. A pilot study was conducted to explore the spontaneous strategies that children follow in order to take their design decisions. Based on the results of the pilot study, the research methodology was redesigned and a main study was conducted. Three age groups from 12 to 15 were included in the sample of the study and 15 children were interviewed before and after a design task was given to them. Additionally 110 children were observed while designing, their log-books were analysed and they completed pre-tests and post-tests with activities relevant to decision-making. The results of the study were analysed using grounded theory guidelines and the key findings are discussed. Based on the findings of the research study a model was designed that describes the factors that are involved in children‘s decision-making in design and technology education. From the results of the study children‘s strategies, difficulties they faced, their age, the requirements of curriculum materials and teachers‘ pedagogical activities seemed to affect children‘s decision-making behaviour. Finally the thesis discusses these results in relation to the original research questions and also presents some suggestions for further work.
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Pavlova, Margarita, and James Pittis. "Technology Education in Russia : Socio-Cultural Limitations to Design-Approach." 名古屋大学教育学部技術職業教育学研究室, 2002. http://hdl.handle.net/2237/3007.

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9

Mor, Yishay. "A design approach to research in technology enhanced mathematics education." Thesis, University College London (University of London), 2010. http://discovery.ucl.ac.uk/10006478/.

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This thesis explores the prospect of a design science of technology enhanced mathematics education (TEME), on three levels: epistemological, methodological and pedagogical. Its primary domain is the identification of scientific tools for design research in TEME. The outputs of this enquiry are evaluated by a demonstrator study in the domain of secondary school mathematics. A review of existing literature establishes a need for a design perspective in TEME research, but at the same time suggests a need for a consensual epistemic infrastructure for the field: a shared set of rules, processes and representations which bound and support its scientific discourse. Three constructs are proposed towards such an infrastructure: design narratives, design patterns, and the cycles of design research in which they are embedded. The first two are representations of domain design knowledge; the latter is a description of a design-centred scientific process. The three constructs identified at the epistemological level are operationalised as a methodological framework by projecting them into a specific research setting of the demonstrator study. Appropriate methods and procedures are identified for collecting data, organising and interpreting them as design narratives, and extracting design patterns from these narratives. The methodological framework is applied in the demonstrator domain to the question of learning about number sequences. A review of the educational research on number sequences identifies challenges in this area related to the tension between learners' intuitive concept of sequences and the dominant curricular form. The former appears to be recursive in nature and narrative in form, whereas the latter is a function of index expressed in algebraic notation. The chosen design approach combines construction, collaboration and communication. It highlights the need for representations and activities which lead learners from intuitive concepts to formal mathematical structures. Three interleaved themes connect the primary and the demonstrator domains: narrative, systematisation and representation. Narrative emerges as a key element in the process of deriving knowledge from experience. Systemisation concerns the structured organisation of knowledge. The tension between the two calls for representations which support a trajectory from the intuitive to the structural. The main outcome of this study is a methodological framework for design science of TEME which combines design narratives and design patterns into structured cycles of enquiry. This framework is supported both theoretically and empirically. Inter alia, it is used to derive a contribution towards a pedagogical pattern language of construction, communication and collaboration in TEME.
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10

Thorsteinsson, G., H. Denton, T. Page, and E. Yokoyama. "Innovation Education within the Technology Curriculum in Iceland." 名古屋大学大学院教育発達科学研究科 技術・職業教育学研究室, 2005. http://hdl.handle.net/2237/12014.

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11

Notess, Mark Harrington. "An assessment of contextual design and its applicability to the design of educational technologies." [Bloomington, Ind.] : Indiana University, 2008. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3319900.

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Thesis (Ph.D.)--Indiana University, School of Education, 2008.
Title from PDF t.p. (viewed on May 11, 2009). Source: Dissertation Abstracts International, Volume: 69-08, Section: A, page: 3120. Adviser: Thomas M. Duffy.
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12

Norström, Per. "Technology education and non-scientific technological knowledge." Licentiate thesis, KTH, Filosofi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-48237.

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This thesis consists of two essays and an introduction. The main theme is technological knowledge that is not based on the natural sciences.The first essay is about rules of thumb, which are simple instructions, used to guide actions toward a specific result, without need of advanced knowledge. Knowing adequate rules of thumb is a common form of technological knowledge. It differs both from science-based and intuitive (or tacit) technological knowledge, although it may have its origin in experience, scientific knowledge, trial and error, or a combination thereof. One of the major advantages of rules of thumb is the ease with which they can be learned. One of their major disadvantages is that they cannot easily be adjusted to new situations or conditions. Engineers commonly use rules, theories and models that lack scientific justification. How to include these in introductory technology education is the theme of the second essay. Examples include rules of thumb based on experience, but also models based on obsolete science or folk theories. Centrifugal forces, heat and cold as substances, and sucking vacuum all belong to the latter group. These models contradict scientific knowledge, but are useful for prediction in limited contexts where they are used when found convenient. The role of this kind of models in technology education is the theme of the second essay. Engineers’ work is a common prototype for pupils’ work with product development and systematic problem solving during technology lessons. Therefore pupils should be allowed to use the engineers’ non-scientific models when doing design work in school technology. The acceptance of these could be experienced as contradictory by the pupils: a model that is allowed, or even encouraged in technology class is considered wrong when doing science. To account for this, different epistemological frameworks must be used in science and technology education. Technology is first and foremost about usefulness, not about the truth or even generally applicable laws. This could cause pedagogical problems, but also provide useful examples to explain the limitations of models, the relation between model and reality, and the differences between science and technology.

QC 20111118

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13

Ho, Chi-keung Christopher. "An evaluation of the design and technology curriculum for secondary I-III for curriculum reform." Click to view the E-thesis via HKUTO, 1992. http://sunzi.lib.hku.hk/HKUTO/record/B3862610X.

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Law, Pak-chuen Denny. "A study of the introduction of design and technology at advanced supplementary level in prevocational schools in Hong Kong." Click to view the E-thesis via HKUTO, 1992. http://sunzi.lib.hku.hk/HKUTO/record/B38626159.

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Leung, Kin-kan Kenneth. "An evaluation of the teaching of problem solving in design and technology." Hong Kong : University of Hong Kong, 1989. http://sunzi.lib.hku.hk/hkuto/record.jsp?B18531891.

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Lai, Kam Wing. "Information technology in education computer-based training courseware design & development." Thesis, University of Macau, 1999. http://umaclib3.umac.mo/record=b1447771.

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Patera, Marianne. "The potential of 3D visualisation technology in art and design education." Thesis, Glasgow School of Art, 2009. http://radar.gsa.ac.uk/4735/.

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This thesis investigates the potential of 3D visualisation technology for learning and teaching in Art and Design higher education. The aim of this research was not merely to employ the 3D technology but also to identify, design and evaluate an appropriate learning and teaching activity. Three empirical studies were conducted as part of this investigation on the topics of: Colour Theory Colour Experience Spatial Understanding The purpose of this study was to evaluate the effectiveness of the learning activity in its entirety, for learners, tutors and institutions. This research demonstrated that different educational topics may require different technological solutions. It proved that the implementation of carefully designed educational technology can enhance current learning, teaching and assessment processes in Art and Design education.
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Langendoen, David, Pamela J. Mims, Brook Morrill, Steve Schneider, Carol Stanger, William Tally, and Grace Wardhana. "Developer-Researcher Collaborations: Developing and Evaluating Education Technology Learning Products." Digital Commons @ East Tennessee State University, 2015. https://dc.etsu.edu/etsu-works/184.

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During this session, three education game developers funded by the ED/IES Small Business Innovation Research (ED/IES SBIR) program to create commercially viable learning games will discuss why and how they have partnered with outside education researchers to build capacity for their project. The session will feature short video demonstrations of the education technology games that are being developed and brief presentations on the iterative research that are being conducted to inform refinements to the technology and the pilot studies that are being performed to evaluate the promise of the games to increase student learning. The discussion will center on the benefits and challenges related to game developer-researcher collaborations.
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Adedokun, Abayomi Ayodeji. "Nigeria secondary school teachers' demographics, perception, and level of technology integration| A correlational study." Thesis, Keiser University, 2017. http://pqdtopen.proquest.com/#viewpdf?dispub=10253517.

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Technology usage in educational setting has gained ground in African countries, especially in Nigeria. Although technology resources in education are financed by the Nigerian government, the teachers required to use and implement such technology are not always accepting of technology use. The purpose of this quantitative correlational research was to examine any if there was a relationship between teachers’ perceptions of technology integration, level of technology integration, teachers’ age, educational level, grade level taught, years of experience, and content areas taught. The theoretical framework of the study was Bem’s self-perception theory. Participants included 374 teachers from the Oyo State teaching service commission (TESCOM) drafted from two zonal offices in the Ibadan metropolis. Participants completed the Teacher Technology Integration Survey (TTIS) which was adapted from the Technology Integration Survey (TIS). Data analyses included both descriptive and correlational Spearman’s rank. The results indicated there is a positive relationship in teachers’ gender, grade level taught, years of experience, or content areas taught and technology integration. A moderate positive linear relationship was found between technology integration between teachers aged 30 and below and 50 and above; whereas there was a weak positive linear relationship between teachers of age 30 and below and 31–40. A statistically weak negative relationship was found in levels of education; between a doctoral degree and Nigerian certificate of education (NCE), and also between a doctorate and bachelor’s and master’s. Recommendations include increased technology orientation and training for teachers.

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Kuo, Shih-Ping. "Graphic Design Students' Development of Adaptive Expertise in Ideation Strategies." Thesis, Purdue University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10843121.

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This exploratory study uses the convergent design of mixed methods to integrate adaptive expertise theory to study how individual student participant from graphic design or non-graphic-design majors to solve a novel ideation problem in graphic design. Adaptive expertise includes six dimensions: metacognition, flexibility, dynamic knowledge, ability to welcome challenges, efficiency and deep understanding of the domain knowledge, and multiple perspectives. Those are desired qualities for a learner to stand out in the global market that are constantly changing with complex challenges. Thirty undergraduate students participated in this study. This study aims to answer four questions: types of graphic design tool and strategies selection and reasoning, similarities and differences among four participant groups, influences of participants’ performance from the prior-experiences, and other potential preconceptions and situations to their reasoning. Four results are identified. Frist, 11 rationales contributed to participants to make their tool usage decision and strategies. Second, participant with more varieties of prior experiences in graphic design would potentially have significantly higher confidence level in their adaptive expertise. Third, participants who performed better in this study, obtained more thorough reflection in design thinking. This result shows that this task requires domain-dependent expertise. Forth, participants’ performance found affected by several non-cognitive preconceptions such as uncertain challenges, adapting in the new work space, and stress management. Future studies need to increase the number of participants to potentially increase statistical significance of the results, and to identify the relationship among factors that affect participants’ performance and exhibition of adaptive expertise. Implications of this study suggests the need to expose learners to diverse types of graphic design experiences and novel tasks/contexts.

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Roden, Cynthia Lillian. "Young children's collaborative problem solving in design and technology." Thesis, King's College London (University of London), 2000. https://kclpure.kcl.ac.uk/portal/en/theses/young-childrens-collaborative-problem-solving-in-design-and-technology(bdf1bf7d-7814-461c-9ac0-006289deac1a).html.

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Brown, Serena. "An Investigation of Faculty Perceptions about Mobile Learning in Higher Education." Thesis, Nova Southeastern University, 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=10817578.

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An Investigation of Higher Education Faculty About Mobile Learning. Serena Brown, 2018; Applied Dissertation, Nova Southeastern University, Abraham S. Fischler College of Education. Keywords: mobile learning, mobile devices, technology integration, learning engagement, instructor perceptions, MLPS, UTAUT.

This applied dissertation was designed to investigate instructor perceptions about mobile learning among instructors in higher education. The study included the areas of influences of mobile technologies over the approaches of teaching and learning, use of mobile learning technologies to develop class instruction, use of mobile learning for professional learning, influences of mobile learning over the restrictions of time and space when acquiring knowledge anytime, anywhere, and mobile learning to facilitate teacher-student communications. An additional objective of this study was to add a more current literature source to the existing literature addressing instructor perceptions about mobile learning in higher education.

The writer used the Mobile Learning Perception Scale, a quantitative survey, using a cross-sectional survey design collecting data at one point in time during the study with nonprobability convenience sampling.

An overall analysis of the data revealed higher education instructors agreed (mean = 3.81, median = 4.00, mode = 4) with K12 teachers (mean = 4.09, median = 4.00, mode = 4) mobile learning techniques and tools were beneficial for use in the approaches to teaching and learning, influential in the development of classroom instruction strategies, useful for professional learning, influential over the restrictions of time when acquiring knowledge anytime, anywhere, and useful for facilitating teacher-student communication.

The results of this study provide administrators the benefit of insight into instructors’ perceptions and attitudes of mobile learning at the higher education level. Knowing higher education instructors’ perceptions and attitudes about mobile learning afford the institution a much-needed understanding of the direct determinants and influencing key moderators which inform behavioral intention and use of mobile learning technologies (Venkatesh, Morris, Davis, & Davis, 2003).

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Davis, Robert Scott. "Investigation of design technology issues in the primary classroom." Thesis, Queensland University of Technology, 2005. https://eprints.qut.edu.au/16004/1/Robert_Davis_Thesis.pdf.

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Design technology is a poorly understood aspect of educational practice, particularly as it applies in the primary school classroom. In a number of countries around the world the implementation of design technology has met with difficulties as it applies to educational practice. In Australia, this curriculum area is a relatively recent addition to classroom programs of study, and it is crucial that a sound understanding of the subject and its specific characteristics is developed to assist in its effective implementation. In this research a case study of a single primary school classroom was undertaken with a view to identifying issues that may have impeded or facilitated the effective implementation of design technology in such a context. The classroom experiences of the teacher and her students were examined in detail to ascertain any insights into design technology curriculum implementation and practice, particularly as it applies to the primary school environment. The research identified nine key assertions relating to the practices of this teacher and her students. These assertions were developed and refined throughout the data collection to explain the observed classroom activity. Linkages between previous research and these assertions were utilised to develop a discussion that broadly identifies key issues that may impact on the effective implementation of design technology, as well as addressing broader conceptual issues associated with the subject area. The concept of a contingent approach to design is proposed as a means to explain classroom behaviour by students, and is allied to the concept of a 'field of possibility' and the interpretation of artefacts through a narrative approach. These key concepts combine to develop a structure through which classroom activity may be interpreted by teachers in a manner grounded in student behaviour. A model for interpreting technology activity in the classroom is also developed. The research, therefore, develops present understanding through the observations of actual classroom activity. Furthermore, it presents new ways of conceptualising design technology that may assist in the progression of the curriculum area by academic and classroom professionals in a manner that is grounded in the reality of the classroom experience.
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Davis, Robert Scott. "Investigation of design technology issues in the primary classroom." Queensland University of Technology, 2005. http://eprints.qut.edu.au/16004/.

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Design technology is a poorly understood aspect of educational practice, particularly as it applies in the primary school classroom. In a number of countries around the world the implementation of design technology has met with difficulties as it applies to educational practice. In Australia, this curriculum area is a relatively recent addition to classroom programs of study, and it is crucial that a sound understanding of the subject and its specific characteristics is developed to assist in its effective implementation. In this research a case study of a single primary school classroom was undertaken with a view to identifying issues that may have impeded or facilitated the effective implementation of design technology in such a context. The classroom experiences of the teacher and her students were examined in detail to ascertain any insights into design technology curriculum implementation and practice, particularly as it applies to the primary school environment. The research identified nine key assertions relating to the practices of this teacher and her students. These assertions were developed and refined throughout the data collection to explain the observed classroom activity. Linkages between previous research and these assertions were utilised to develop a discussion that broadly identifies key issues that may impact on the effective implementation of design technology, as well as addressing broader conceptual issues associated with the subject area. The concept of a contingent approach to design is proposed as a means to explain classroom behaviour by students, and is allied to the concept of a 'field of possibility' and the interpretation of artefacts through a narrative approach. These key concepts combine to develop a structure through which classroom activity may be interpreted by teachers in a manner grounded in student behaviour. A model for interpreting technology activity in the classroom is also developed. The research, therefore, develops present understanding through the observations of actual classroom activity. Furthermore, it presents new ways of conceptualising design technology that may assist in the progression of the curriculum area by academic and classroom professionals in a manner that is grounded in the reality of the classroom experience.
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Siu, Kin-wai Michael. "A study of pupil's rationale for the selection of topics in the project section of the HKCEE design and technology /." [Hong Kong : University of Hong Kong], 1994. http://sunzi.lib.hku.hk/hkuto/record.jsp?B13834149.

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Bell, Kevin R. "Online 3.0---The rise of the gamer educator the potential role of gamification in online education." Thesis, University of Pennsylvania, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3635727.

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As online courses become more established, there has been a clear impetus to build interactivity, personalization, and real-time feedback into courses. Faculty and course designers have cast envious eyes at video and online games that engage and enthrall players for hours and some are experimenting with gamification—a blanket term that covers all manner of attempts to build student intrinsic motivation into online courses. In this study I analyze four cases of gamified online courses at accredited institutions of higher education. I've looked at game elements the course builders are including and whether this might be a means of progress toward educational and societal goals. My conclusion is that there is potential significantly to increase student engagement in the concept of gamifying online courses. I outline areas for future study by suggesting frameworks within which gamification might be further analyzed and assessed.

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Turns, Jennifer. "Supporting engineering education with information technology : the case of instructional design experiences." Diss., Georgia Institute of Technology, 1998. http://hdl.handle.net/1853/24942.

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Fung, Chi-kuen Eric. "A study on the dissemination strategies of the new AS-level Design and Technology in Hong Kong." Click to view the E-thesis via HKUTO, 1992. http://sunzi.lib.hku.hk/HKUTO/record/B38626287.

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Ozturk, Elif. "Online Distance Education: A New Approach To Industrial Design Education." Master's thesis, METU, 2010. http://etd.lib.metu.edu.tr/upload/12612241/index.pdf.

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Today, the impact of information technologies on education field is ever more clarified with the integration of new tools and methods to the education. Education has been becoming away from the traditional classroom environment through virtual environment. Besides education of theoretical disciplines, education of practice based disciplines, like design related disciplines are moving toward virtual environments. One of these is Industrial Design (ID) education which also has made the transition to the virtual world. This thesis aims to explore and scrutinize the latest forms of ID education, especially the online distance ID education. In order to comprehend the technological progress of ID education and its possible future, an overview of the origins and an evaluation of the current state of distance online ID education are made. By this study, it is expected to shed light to the design educators and the educational systems&rsquo
developers, for designing these environments. At the end of this research, it is concluded that it is not possible to imagine a future of ID education without technology integration. However, it would be better to apply both technological and traditional methods. In fact, the key people in the development of these educational systems and tools would be the designers themselves.
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Woodbury, Patricia Powell. "Students with autism: A light/sound technology intervention." W&M ScholarWorks, 1996. https://scholarworks.wm.edu/etd/1539618724.

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The purpose of the study was to investigate the effectiveness of light/sound technology to promote sensory integration which facilitates the learning capacity of children with autism by reducing their high state of arousal, increasing time on task and decreasing acting-out behaviors. This research extended the work of A. Jean Ayres and Lorna King who theorized that the autistic individual's brain does not register, modulate or integrate sensations that most people notice; auditory and visual inputs are ignored more than other types of sensory stimuli. This study utilized light/sound technology to stimulate and desensitize these sensory channels to facilitate processing of incoming stimuli. The technology was furnished by Dr. Harold Russell and was programmed with a microchip to control the frequency patterns. Twelve subjects were selected to participate in this eight week study; only five subjects completed. They represented schools in the Tidewater region of Virginia and Illinois. Inattention, Impulsivity, and Hyperactivity were assessed with The Attention Deficit Disorder Evaluation Scale-Home and School Versions. Comparison of the results of these measures and qualitative data were incorporated into case studies. There was improvement noted in social skills, attention and on-task behavior. The results are supportive of research conducted with learning disabled and AH/HD students conducted by Drs. Carter and Russell.
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Rogers, Geoffrey Arnell. "A Case Study of Design and Technology in the Early Years of Schooling." Thesis, Curtin University, 1997. http://hdl.handle.net/20.500.11937/238.

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Design, make and appraise (DMA) activities form a major component of the relatively new primary curriculum area of technology education. This case study is a descriptive and interpretative account of one teacher's attempt at implementing a DMA program in a class of children in their first year of formal schooling. The study seeks to discover and explore some of the factors and structural and organisational issues that arise during the implementation of a DMA program. The research aims to expand the knowledge base of the DMA strand of technology education as the teacher attempted to grapple with the problem of translating the theoretical technology education curriculum statements into practical realities in the classroom. This study highlights the importance of the teacher, her organisation and planning and selection of appropriate teaching strategies.Group work, continuous assessment and the provision of adequate and appropriate resources were also found to be important contributing factors. Three further issues were found to emerge from the study. Firstly there was a weak link between the children's designing stage and their making and appraising stages. Secondly, DMA has the potential to assist schools to work towards a more gender-neutral curriculum in which both girls and boys have equal access. Special education children were found to be assisted by involvement in DMA activities. And thirdly, the setting of DMA tasks was seen to be an issue that could cause difficulties. Finally, a number of implications for teachers arose out of these findings and they have the potential to improve DMA teaching and learning.
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Chan, Man-lok. "A study of the relationships between teachers' perceptions of the official curriculum documents and the implementation of the S.1-3 D&T curriculum through project work." Click to view the E-thesis via HKUTO, 1992. http://sunzi.lib.hku.hk/HKUTO/record/B38627346.

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Lomerson, William L. (William Lough). "Information Technology Needs of Professional Education Faculty with the Implications for the Design of Information Technology Systems." Thesis, University of North Texas, 1992. https://digital.library.unt.edu/ark:/67531/metadc332783/.

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This study identified determinants existing within the academic environment of professional education faculty that influence the development and implementation of an information technology system to support their professional endeavors. Such a system would encourage these faculty to integrate technology into their curriculum and, consequently, produce teacher graduates who could employ information technology effectively in teaching. This study used a field survey research design with a mailed questionnaire. Both institutional and personal demographic factors were examined. The population exhibited a high level of homogeneity. This study indicated that ease of use, reliable operation, and capability to integrate technology into their personal work style were the most important concerns of faculty members. These factors reduce the emotional and intellectual costs of using technology.
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Lim, Hedy. "Discovering expert instructional designers' heuristics for creating scenario-based workplace instruction." Thesis, Capella University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10103202.

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Scenario-based instructional design is ideal for workplace training, as it promotes practical and performance-based learning through the use of realistic situations. The research problem is a need for well-defined heuristics, what Gibbons (2014) called operational principles and what York and Ertmer (2011) called rules of thumb, being basic guidelines that promote and characterize expertise, in the area of scenario-based online instruction. The purpose of this Delphi study was to gather expert feedback on ideas in the form of a set of best practices for scenario-based online instructional design for the workplace. The research questions break down the topic into four basic areas: identifying a learning problem, discovering scaffolds or learning resources, maintaining project momentum, and essential concerns for instructional development. Experts in workplace scenario-based instructional design, with particular emphasis on professionals with an online or academic presence, were recruited as subjects. A detailed review of the literature gathered forty-two original statements that were organized into five categories. Per Delphi methodology, the study was conducted as a three round iterative online instrument. Subjects were asked to rate each statement and to provide additional statements to clarify and expand on their best practices based on their experience. Twenty-nine subjects completed all three rounds of the research study. While the statements express a wide variety of best practices for the field, recommendations for further research generally focused on thoughtful consideration of the learner, the instructional development team, and a focus on the integrity or realistic authenticity of the learning scenario, throughout the instructional experience.

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Trebell, Donna. "A study of designerly activity in secondary design and technology." Thesis, University of Greenwich, 2008. http://gala.gre.ac.uk/6089/.

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The purpose of the study reported here was to research designerly activity in secondary design and technology as pupils aged 14 designed but did not make products for the future. Four research questions drove this study: (a) What are the features of the classroom interactions that support pupil's design activity? (b) What sort of designing do pupils do when they design without having to make what they have designed? (c) What is the teachers' attitude to design-without-make? (d) What is the pupils' attitude to design-without-make? This study is presented in four parts. The first part provides a theoretical positioning by reviewing literature in the following fields: - theories of learning which promote the idea that understanding is constructed socially and culturally; - the nature of design activity as revealed by some design professionals; - the nature of design activity as revealed by 'fledgling designers' (Trebell, 2007); - creativity in the context of the design and technology classroom; - literature on classroom interaction. The second part describes the research project and methodology in which (a) designerly activity in a secondary design and technology classroom is captured using video data, (b) the work of pupils carrying out the design-without-make unit is scrutinised and (c) the views of the teacher and four of the pupils are obtained through the use of semi-structured interviews. In the third part of the thesis data is presented, analysed and discussed using an analytical framework drawn from the relevant literature (Bar lex, 2005; Corden 2001; Coultas, 2007; Hamilton, 2003; John-Steiner 2000; Kumpulainen & Wray 2002; Schaffer, 1996; Schon 1983: 78; Tharp & Gallimore, 1988; Wegeriff & Mercer 2000) supplemented by emergent categories from the data leading to the identification of the following: - the range and categories of designing pupils engage in when they design without having to make what they have designed; - the features of the classroom interactions that support pupils' design activity; - the teachers' attitude to design-without-make; - the pupils' attitude is to design-without-make The final section comprises the conclusion together with suggestions for further research to build on and extend the findings of the thesis. Findings indicate that the pupils designing in this context was highly iterative, creative, involved making a wide range of design decisions and revealed understanding of technological concepts. The features of the classroom interactions that support pupil's design activity are many and varied. A number of the features have emerged as themes from the literature and have been tested during this study in order to identify their significance in the development of pupil's designerly activity. These consist of: a) Design decisions - Bar lex, (2005); b) Learning conversations drawn from literature on constructive dialogue - (Kumpulainen & Wray 2002; Corden 2001; Wegeriff and Mercer 2000; Coultas, 2007) and c) Scaffolding and Mediation - (Schaffer, 1996; Tharp and Gallimore, 1988). It has also been possible to identify a number of emergent categories from the data namely: teacher gesticulation, the use of visual stimulus such as laminates; the use of visual stimulus such as film; interactions related to managing pupils' poor behaviour; making use of existing products; making graphics equipment available; showing examples of pupils design work; pupil gesticulation and the teacher exemplifying the generation and development of design ideas. In addition findings show that pupils and their teacher valued the experience gained through undertaking a design without make assignment.
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Coultman, Jacinth. "Motivating Higher Education Faculty for Technology Integration: A Private College's Approach." ScholarWorks, 2015. https://scholarworks.waldenu.edu/dissertations/490.

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Some faculty in higher education are not embracing technology in their face-to-face classes. The purpose of this qualitative case study was to identify and describe faculty members' techniques for improving the technological integration within the curriculum at an urban college. This study investigated the incorporation of professional development activities within the college structure to determine if these mandated requirements resulted in enhanced technology use. Interview and observation data on technology integration practices were collected from 15 faculty members who taught within 5 departments of an urban college for 5 or more years. A combination of open and axial topic and descriptive coding was used to support inferential analysis. Observations revealed faculty were limited in their use of engaging and infused technology. Faculty wanted to use more technology of various kinds to support more active learning activities for students; they were concerned about their lack of skills and limited time for training. They appreciated the professional development offered and learned from the facilitator and from their peers; they became more aware of different technologies available. Needs identified included more release time for training, more differentiated training, and smaller groups when training. This study contributes to positive social change as it adds to the body of knowledge of faculty perception of technology integration into the curriculum. It also provides an analysis of the requirements for professional development training for successful technology integration at the college level. As technology continues to change, society demands that the educational arena produces students who will be active participants in this technological era. Faculty need to become more comfortable and proficient in technology use to enhance student learning.
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Farber, Susan. "The Effect of Guided Self-Reflection on Teachers' Technology Use." University of Cincinnati / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1289842357.

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38

Yee, Susan 1966. "Building communities for design education : using telecommunication technology for remote collaborative learning." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/8749.

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Thesis (Ph.D.)--Massachusetts Institute of Technology, Dept. of Architecture, 2001.
Includes bibliographical references (p. 277-280).
The design studio, as both a learning environment and a social place, is one of the major components of architectural education. Traditionally, the studio has been considered a place for individual design work and one-on-one mentoring between an instructor and a student. With the integration of new information and telecommunication technologies, the nature of the design studio and the learning processes within it are being altered. This new landscape of the design studio offers opportunities for globally distributed collaborative work as well as new interpretations of design processes and studio practices. The technologies and the studio system are interwoven and their symbiotic relationships need to be understood if these technology-mediated long-distance collaborative design studios are to be common, valuable, and creative occurrences in architectural education. In this study, the consequences of integrating telecommunication technologies into the design studio are examined through ten cases. The new studios involve multidisciplinary design participants from separate and distant physical and social environments that are electronically connected for sharing design ideas, creating a common understanding of design practices, and co-constructing design objects. With technology use, changes occur in the studio's participants and relationships, the design content and processes, and the events and organization. I argue that the changes to the studio can create an enriched environment for design learning. The successive case studies represent a dynamic pedagogic strategy in which both students and teachers are active participants in constructing their new technology-mediated learning environment through creative experimentation. The findings of these cases provide a comprehensive description of the technical and social characteristics, conditions, and practices of remote collaborative design studios. In these new virtual design studios, there are rich opportunities for building innovative and effective communities for design education in which the traditional boundaries of time, culture, language, discipline, and institution are blurred and new configurations for design learning become possible.
by Susan Yee.
Ph.D.
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39

Ehiyazaryan, Ester. "Interactive media for enhancing learning and creativity in design and technology education." Thesis, Sheffield Hallam University, 2007. http://shura.shu.ac.uk/3204/.

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This thesis is an exploration of the potential of interactive media to enhance learning and creativity in Design and Technology education. The work focuses on A level which is a stage at which autonomous learning becomes a significant part of the subject's pedagogy. This research is interdisciplinary in nature, bringing together the areas of D&T education and interactive media for learning. The gap in knowledge which it targets is the development of interactive learning resources aimed specifically at the creative development of the learner. This is an area which has been given limited attention in interactive media for learning, which has tended to place a focus on declarative knowledge, rather than original thought. In addition, while D&T education research has explored issues of enhancing creativity, the development of interactive learning resources which are aimed at enhancing creativity in the subject has been limited. Yet as the literature review makes explicit, D&T is an exciting subject area for interactive media development. Through an action research methodology involving the design and evaluation of an interactive media learning environment entitled ecoWarrior, this research explores a number of key research questions regarding the role of interactive media in enhancing creativity in D&T education. These questions include an exploration of the role of collaboration and dialogue within a computer-supported learning environment; the structuring of the learning content and interactions; issues of user control and learner autonomy; the influence of affective factors on student learning. The contribution to knowledge of the work can be summarised as identifying specific conditions of learning which would improve the potential of an interactive learning environment to enhance learning and creativity in D&T. The original contribution to knowledge can be summarised in the following categories:
    The need to promote learner autonomy, in order to encourage original thinking in the learner. Within this the specific roles of teacher, learners and learning environment are discussed;
    The value of dialogue and collaboration to enhancing creativity in the learner;
    The specific characteristics of an interactive learning environment to enhancing creativity in the learner- namely its flexibility and its capacity to personalise the learning interactions;
    The ability of an interactive learning environment to support attitude change in the learner, both towards their own work and towards the subject studied.
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Ruppert-Stroescu, Mary. "Technology and Creativity| Fashion Design in the 21 st Century." Thesis, University of Missouri - Columbia, 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=13877166.

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Yip, Jason C. "The evolution of science ownership in learners engaged in design and technology usage." Thesis, University of Maryland, College Park, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3627600.

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In my dissertation, I set out to explore the following research question on bridging: How does ownership evolve as learners engage in a guided inquiry-based science learning environment focused on design and technology usage? My dissertation explores a case study of four learners involved in an afterschool program called Kitchen Chemistry (KC). KC is a nonformal learning environment in which learners engage in scientific practices within the context of cooking. Learners engage in inquiry practices through the development of their own scientific food investigations. In my study I examined how four focal learners come to develop a sense of ownership of science learning as they each develop their own personal food investigations. Using Wenger's (1998) framework of identity formation in communities of practice (imagination, engagement, and alignment), my study shows that a learner's identity and social dynamics from home, school, and informal learning shape and fashion what he or she chooses to own, how ownership is expressed, and how that ownership can both support and hinder a learner's science learning.

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42

Peterson, Bruce Jeffrey. "An instructional design model for heuristics." [Bloomington, Ind.] : Indiana University, 2007. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3297107.

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Thesis (Ph.D.)--Indiana University, School of Education, 2007.
Title from dissertation home page (viewed Sept. 26, 2008). Source: Dissertation Abstracts International, Volume: 69-02, Section: A, page: 0493. Adviser: Charles M. Reigeluth.
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Bese, Terry Lane. "Effective online lectures| Improving practice through design and pedagogy." Thesis, Pepperdine University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10027826.

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The purpose of this research project was to improve the practice of using online lectures at a small private university. Using action research methodology, the researcher worked with a group of five university instructors to refine the use of online lectures through design and pedagogical practice. Beginning with a template or guide based on the literature, the instructors developed online lectures connected with a student activity. Following the principles of the TPACK framework, instructors were urged to develop student activities that worked best for their specific content as well as their desired student outcomes. Two cycles of implementation, analysis, and modification were used to refine the template and the student activities.

Data were gathered from the students who viewed the online lectures and from the faculty through focus group meetings after each cycle. Analysis of both the students’ experience and the instructors’ experience led to minor changes in the template but more significant changes to the associated student activities.

Findings suggest that the effective use of online lectures depends largely on the student activity included with the lecture; in other words, pedagogy is at least as important as design. Other factors, such as practice and experience with developing online lectures are needed to develop the instructors’ expertise with both technical issues as well as pedagogical issues. Although the online lecture template and suggested activities list were honed to a degree of effectiveness, it will take an ongoing process of analysis and modification to keep this tool relevant in the coming years.

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Coffman, Vonda G. "The perceived technology proficiency of students in a teacher education program." Thesis, Kent State University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=3617732.

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The purpose of this study is to determine the perceived technology capabilities of different levels of undergraduate students of Kent State University in the College of Education, Health, and Human Services teacher education programs; to determine if the perceived technology capabilities of students beginning the teacher education program differ from those nearing completion of the program; and, if the perceived technology capabilities of students change from the start to the end of the Educational Technology course. Examining student perceptions may provide insight on whether preservice teachers think they can prepare students for the 21st century once they become inservice teachers. To determine whether preservice teachers perceive that they are being prepared to teach 21st century skills by integrating technology into teaching and learning, three groups of students were surveyed: incoming students, junior-level students at the beginning and end of the Educational Technology course, and students nearing graduation. The TPACK survey for preservice teachers (Schmidt, Baran, Thompson, Mishra, Koehler & Shin, 2009) was used to examine preservice teachers' perceptions of their technology capabilities as related to teaching.

Teachers comprise an integral factor in the effective incorporation of technology into classroom activities, yet many current teachers remain unable or unwilling to employ technology fully or effectively. The findings from this study led to several conclusions, including that the students perceived themselves to have better technological abilities after completing the Educational Technology course and as seniors near the end of the teacher education program, and the results of this study should challenge teacher education faculty to consider how their beliefs, attitudes, and use of technology in teaching and learning are transmitted to their students.

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Zhu, Junren 1965. "The design of asynchronous learning environment /." Thesis, McGill University, 2001. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=31565.

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Asynchronous Learning Environment (ALE) has the capability of providing learning to people anywhere and at any time for both to secure degree and to engage in continuing education throughout their lifetimes. The advance of communications and information technology will make students choose to purchase and enroll in open market, widely available networked courses regardless of institutional affiliation.
Research results have found that success factors for asynchronous learning include whether students felt part of the online learning group, immediate feedback from instructors, automatic self-test, and indicating student's performance and progress in the course. These findings present basic requirement for the design of ALE. This paper explores all aspects of Asynchronous Learning Environment, including the architecture of ALE and complete database design. The modules of ALE include multimedia presentation, identity verification, intelligent agent, automatic test marking, computer conference, chat & whiteboard, and learning scheduling assistance. The purpose of this research is to make ALE a better way of education than traditional education. A database is designed to fully support these ALE functions.
Guidelines of designing ALE are provided with implementation examples of intelligent agents that providing automatic reminders and learning progress report. Conclusion and further works are discussed at the end of the paper.
The design described in this paper is intended for use by engineering courses. But it can be used by courses of other disciplines without much modification.
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Watson, William R. "Formative research on an instructional design theory for educational video games." [Bloomington, Ind.] : Indiana University, 2007. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3278250.

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Thesis (Ph.D.)--Indiana University, School of Education, 2007.
Source: Dissertation Abstracts International, Volume: 68-09, Section: A, page: 3816. Adviser: Charles M. Reigeluth. Title from dissertation home page (viewed May 8, 2008).
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Botes, Herman. "Exploring critical citizenship and globalization discourse to conscientize industry expectations of design education at Universities of Technology." Thesis, Stellenbosch : Stellenbosch University, 2015. http://hdl.handle.net/10019.1/96830.

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Thesis (MA)--Stellenbosch University, 2015.
ENGLISH ABSTRACT: Design educators are expected to demonstrate a high level of confidence in the industry for which they are preparing students. When I reflected upon my own design industry and higher education experience while engaging with critical citizenship and globalization discourse, my confidence in and perceived authority of the design industry became challenged. I came to the realization that it could be useful to view the demands from the neoliberal design industry on design education through the lenses of critical citizenship and globalization. The insights gained from such an investigation could assist design educators involved in developing new design programmes to conscientize the expectations set by the design industry. It is argued that the conscientizing of expectations set by the design industry could be achieved by focusing on conscientizing design graduates that may in turn influence the design industry at large. The main aim of the study is to create a conceptual framework that supports theoretical concepts that could conscientize industry expectations of design education. The main research question thus questioned how critical citizenship and globalization discourse could be used to conscientize industry expectations of design education at Universities of Technology (UoTs). The objectives of the study are twofold: to identify, firstly, current industry expectations of design graduates from a University of Technology in South Africa and, secondly, to identify theoretical concepts in critical citizenship and globalization discourse that could be used to conscientize industry expectations of design education at UoTs in South Africa. Theoretical concepts in critical citizenship and globalization discourse were identified through a literature review; the identified concepts were used to develop a conceptual framework. The empirical section of the research design consisted of a case study that included industry interviews, alumni surveys and my own experience as the main sources of data. The theoretical concepts identified in the literature review of critical citizenship and globalization discourse were used to structure an inductive content analysis of empirical data collected to identify possible theoretical concepts that can be used to conscientize industry expectations of design education. The picture that emerges from this study creates a worrying image of a profession in crisis. I identified the urgent need to instil compassion into design education so that our alumni can intuitively act against situations where their dignity is under threat. This can be done by means of inclusion of critical citizenship and globalization discourse in curriculums of design programmes at UoTs. The theoretical concepts in critical citizenship and globalization discourse that can possibly be used to conscientize industry expectations of design education at UoTs are identified as: transformation, diversity, racism, social disparity, visual culture, civic identity, civic engagement, ethical relationships, shared participation, problemsolving, critical thinking, and imagination skills. I also conclude that the debate regarding the conscientizing of the design industry is of such importance that it should not be limited to only critical citizenship and globalization discourse ‒ the debate must go further and deeper.
AFRIKAANSE OPSOMMING: Daar word van ontwerp-dosente verwag om 'n hoë vlak van vertroue te toon in die industrie waarvoor hul hul studente oplei. Terwyl ek sou meedoen aan die diskoers rondom kritiese burgerskap en globalisering, het ek besin oor my eie ervaringe rakende die ontwerp-industrie en hoër opvoeding en sou uiteindelik my vertroue in en vermeende inspraak sover dit die ontwerp-industrie aangaan, bevraagteken. Daar is tot die besef gekom dat dit voordelig kan wees om die eise wat die neoliberale ontwerp-industrie aan ontwerp-onderrig stel, te beskou vanuit die hoek van kritiese burgerskap en globalisering. Die insigte verwerf deur middel van so 'n ondersoek kan ontwerp-opvoedkundiges betrokke by die ontwikkeling van nuwe ontwerp-programme van diens wees in hul poging om die verwagtinge gestel deur die ontwerp-industrie sensitief te verskerp. Daar word aan die hand gedoen dat so 'n sensibilisering betreffende die verwagtinge gestel deur die ontwerp-industrie haalbaar is deur te fokus daarop om ontwerp-graduandi insgelyks te sensibiliseer en wat op sy beurt die ontwerp-industrie breedvoerig sal raak. Die hoofoogmerk van die studie is om 'n konsepsuele raamwerk daar te stel welke teoretiese konsepte ondersteun wat 'n sensitiewe bewussyn kan kweek sover dit industrie-verwagtinge rakende ontwerp-onderrig aangaan. As sodanig het die hoofnavorsingsprobleem dus gevra na hoe die diskoers rondom kritiese burgerskap en globalisering aangewend kan word om industrie-verwagtinge insake ontwerponderrig by Universiteite vir Tegnologie (UvT's) te sensibiliseer. Die oogmerk van hierdie studie is tweevoudig: om, eerstens, huidige industrie-verwagtinge rakende ontwerp-graduandi van 'n UvT in Suid-Afrika te identifiseer en, tweedens, om teoretiese konsepte rakende die diskoers rondom kritiese burgerskap en globalisering te identifiseer wat aangewend kan word om industrie-verwagtinge rakende ontwerp-onderrig by UvT's in Suid-Afrika sensitief te verskerp. Teoretiese konsepte in die diskoers rondom kritiese burgerskap en globalisering is geïdentifiseer deur middel van 'n literatuuroorsig; die geïdentifiseerde konsepte is naamlik aangewend om 'n konsepsuele raamwerk te ontwikkel. Die empiriese afdeling van die navorsingsontwerp het bestaan uit 'n gevallestudie wat onderhoude in die industrie, opnames onder alumni asook my eie ervaringe rakende die ontwerp-industrie as hoofbronne van data ingesluit het. Die teoretiese konsepte geïdentifiseer as deel van die literatuuroorsig rakende die diskoers rondom kritiese burgerskap en globalisering is aangewend om struktuur te verleen aan 'n induktiewe inhoudsanalise van empiriese data versamel om moontlike teoretiese konsepte te identifiseer wat aangewend kan word om industrie-verwagtinge rakende ontwerponderrig te sensibiliseer. Die beeld wat deur hierdie navorsing geskets is, skep 'n onrusbarende beeld van 'n professie wat 'n krisis deurmaak. Ek het die dringende behoefte geïdentifiseer om toegeneentheid en deernis by te bring in ontwerp-onderrig sodat ons alumni intuïtief kan optree in gevalle waar hul menswaardigheid in die gedrang sou kom. Dit kan bereik word deur die insluiting van kritiese burgerskaps- en globaliseringsdiskoerse in die kurrikulums van ontwerp-programme by UvT's. Die teoretiese konsepte in die diskoers rondom kritiese burgerskap en globalisering wat moontlik aangewend kan word om industrie-verwagtinge rakende ontwerponderrig by UvT's te sensibiliseer, is geïdentifiseer as: transformasie, diversiteit, rasisme, sosiale ongelykheid, visuele kultuur, burgerlike identiteit, burgerlike verpligtinge, etiese verbintenisse, deelgenootskap, probleemoplossing, kritiese denke asook vaardighede met betrekking tot die inspan van die verbeelding. Daar is voorts tot die slotsom geraak dat die debat rondom die kweek van 'n sensitiewe bewussyn in die ontwerp-industrie van sodanige belang is dat dit nie beperk behoort te word tot alleen die diskoers rondom kritiese burgerskap en globalisering nie ‒ die debat móét eenvoudig verder en meer indringend gevoer word.
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48

Richburg, Jason E. "Online Learning as a Tool for Enhancing Design Education." Kent State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=kent1368532104.

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Castillo, Keith Anthony. "Relational database for the Master of Arts in Education Instructional Technology Program." CSUSB ScholarWorks, 2003. https://scholarworks.lib.csusb.edu/etd-project/2189.

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This project was created to develop a database for students and teachers to allow accurate, efficient and reliable tracking of student's academic information. The database was designed specifically for faculty and students within the Master of Arts in Education, Instructional Technology Program at California State University, San Bernardino.
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Lundy, Sarah Elizabeth. "Leveraging Digital Technology in Social Studies Education." PDXScholar, 2014. http://pdxscholar.library.pdx.edu/open_access_etds/1743.

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Today's K-12 classrooms are increasingly comprised of students who accomplish much of their informal learning through digital media and technology. In response, a growing number of educators are considering how they might draw upon these informal learning experiences to support student engagement and learning in the classroom through technology. The purpose of this study is for social studies educators, school administrators, teacher educators and curriculum developers to understand more about the potentials and limitations of integrating technology such as a digital text. This research focuses on the differences in experiences using a digital text and a printed text from the perspective of four high school social studies classes. The curriculum for the printed and digital texts was developed in collaboration with the Choices Program for the Twenty-First Century at Brown University. This research was based on the assumption that the thoughtful integration of a digital text in the classroom can support student engagement and differentiation while facilitating learning that students can readily transfer to multiple political, economic and social contexts beyond the classroom. Critically, students of poverty and students of color have the most to gain from increased access to digital technology in the public education system. People of color and people of poverty in the United States have significantly less access to technology at home than their white and middle class counterparts. Therefore, the classroom presents an opportunity for students who lack access to digital learning opportunities in their home environments to develop the technological fluency and digital literacy that are increasingly necessary to engage in multiple political and economic spheres in the United States. The current literature on digital technology in education lacks sufficient empirical evidence of the potential benefits and challenges that digital technologies may offer secondary social studies education from the perspective of the classroom. Therefore, the classroom field test that was undertaken for this research offers a more empirical understanding of digital texts from the important perspectives of students and teachers in the classroom learning community. This research was conducted in a large, suburban high school in the Portland Metropolitan area and compared the experiences of tenth-grade World History classes working with a print text to the experiences of tenth-grade World History classes working digitally. The mixed-methods multiple-case study design addresses the following research questions: a) In what ways, if at all, does a digital text provide high school social studies' students different affordances and academic skills than a printed text? and b) How, if at all, do high school social studies students interact differently with a digital text from a printed text? The analysis of data offered evidence that the use of the digital text supported technological fluency, the creation of more sophisticated learning products, differentiation for multiple learning styles and a more supportive reading experience due to its multimodal features. These unique academic affordances were not equivalently supported by the use of the print text. However, the type of text did not demonstrably influence students' ability to communicate their thinking in analytical writing. The analysis of data also suggested that students were somewhat more cognitively and behaviorally engaged in the digital case studies. Importantly, the digital text did not create a negatively discrepant learning experience for students of color but, rather, supported increased student engagement for both white students and students of color. The data also suggested that the digital text posed significant challenges for both students and teachers. The digital experience required students to learn new and challenging technology skills. The digital text also required more class time and created more classroom management challenges for teachers than the print experience. Despite these additional challenges, both students and teachers expressed a preference for the digital experience. Thus, the digital text seemed to provide both a more challenging and a more rewarding experience for students. This study has implications for educators that are interested in thoughtfully integrating a digital text or, a similar digital technology, in comparable classroom contexts.
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