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1

Strydom, Cornus. "Modulayer-Berea Park learner Resource centre." Pretoria : [s.n.], 2003. http://upetd.up.ac.za/thesis/available/etd-11202003-163127.

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Kautz, Jaime N. "A Study of Middle-School Mathematics Teachers’ Colloquial Evaluations of Digital Mathematics Resources: The Measures Used to Evaluate Digital Mathematics Resource Quality and the Influence of a Formal Evaluation Rubric." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1587640460466024.

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3

Cameron, David John. "Giving games a day job developing a digital game-based resource for journalism training /." Access electronically, 2004. http://www.library.uow.edu.au/adt-NWU/public/adt-NWU20041220.144608/index.html.

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4

Kellam, Hugh. "Designing Digital Video to Support Learner Outcomes: A Study in an Online Learning Resource for Healthcare Professionals and Students." Thesis, University of Ottawa (Canada), 2011. http://hdl.handle.net/10393/28902.

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Instructors are incorporating video into their blended and web-based courses at an ever increasing rate. Thus the need for research in this area is required to understand how to design, utilize, and incorporate video most effectively as a pedagogical tool. This study explored how the design and implementation of digital video resources in an online educational environment affected learning outcomes. Forty-five health professionals and students evaluated the digital videos incorporated into ePhysicianHealth.com. Three types of digital video genre were examined in this study: modeling/demonstrations, personal stories/commentaries, and content expert narratives. The findings suggested that the majority of the participants found that the digital videos to be a valuable addition to ePhysicianHealth.com, as they made the learning environment more authentic, memorable, realistic, varied, and accommodating to different learning styles. Key Words: eLearning; online learning; video; healthcare education; physician wellness; disruptive behaviour; emerging technologies
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Münster, Sandra, and Florian Niebling. "Building a Wiki resource on digital 3D reconstruction related knowledge assets." TUDpress, 2016. https://tud.qucosa.de/id/qucosa%3A33983.

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Purpose – While single theoretical approaches related to visual humanities research and in particular digital 3D reconstruction – as the virtual, interpretative 3D modeling and visualization of historical objects – are widely described in compendia like Wikipedia, and various publications discuss approaches from certain disciplinary perspectives, a comprehensive and multidisciplinary systematization is still missing. Against this background, the research activity described within this article is intended to gain a wide and multidisciplinary overview for research approaches, theories, and methods which are relevant to investigate or explain knowledge-related phenomena in the context of visual humanities research and education. Design/methodology/approach – To meet these interests we intend to set up a Wiki resource as a structured repository. The content will be based on (a) interactive workshops held at conferences to collect and structure knowledge assets on visual knowledge involving experts from different domains. Moreover, (b) a student seminar starting in early 2017 is designated to describe some typical research designs as well as amend related methods and theories in the Wiki resource based on Wikipedia articles. A content structuring principle for the Wiki resource follows the guidelines of Wikimedia as well as plans for the results to be populated again in Wikipedia. Originality/value – While Wiki approaches are frequently used in the context of visual humanities, these resources are primarily created by experts. Furthermore, Wiki-based approaches related to visualization are often focused on a certain disciplinary context as, for example, art history. A unique aspect of the described setting is to build a Wiki on digital 3D reconstruction including expertise from different knowledge domains – i.e. on perception and cognition, didactics, information sciences, as well as computing and visual humanities. Moreover, the combination of student work and assessments by experts also provides novel insights for educational research. Practical implications – The intended product is a comprehensive and multidisciplinary structured repository on digital 3D reconstruction research approaches, methods, theories, publication bodies, and good practice examples. The editing of the project results into the Wikipedia will lead to a wide dissemination and visibility of group activities and outcomes as well as enhance competencies of all contributors on collaborative work.
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Lonzo, Lavonia Lonzo. "Adult Public Library Patrons' Perceptions of an Academic Library E-Learning Resource." ScholarWorks, 2018. https://scholarworks.waldenu.edu/dissertations/5370.

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Many Americans lack the skills required to use public access computers and the Internet at public libraries (PLs). Staff members of a PL in the Midwestern United States provide basic computer training to support patrons' Internet and public access computer use. However, adult patrons who are beyond the basic skills level and those with sensory-disabilities are underserved. The purpose of this qualitative single-case study was to understand how an academic library's information literacy e-resource affected the PL's adult patrons' learning based on the perceptions of adult patrons at a PL. Kling's social informatics served as the study's conceptual framework and the research questions centered on how academic library's e-resource affected the participants' learning. Purposive homogeneous sampling was used to identify 10 participants over the age of 18 who were patrons at the target site. Data were collected using observations, semi structured interviews, and document review. The data were analyzed using coding and structural analysis. Themes supporting the findings of an academic e-resource affecting the participants' learning included standards-based e-resource sharing across library types, digital exclusion, digital inclusion, change, and innovation. A white paper was developed including a summary of the findings and the recommendation that library leaders adopt the academic library's e-resource system to improve access and to support individuals who have sensory disabilities as well as patrons beyond the basic skills level at the study site. The implications for social change include enhanced e-services and the potential expansion of the patron base to include underserved stakeholders within the urban PL community.
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Barbosa, Gisele. "Objetos de aprendizagem como recurso educacional digital para educação financeira: análise e avaliação." Universidade Federal de Juiz de Fora, 2014. https://repositorio.ufjf.br/jspui/handle/ufjf/625.

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Este estudo propõe a utilização dos objetos de aprendizagem para o ensino de educação financeira nas escolas, cujos objetivos advêm das propostas pedagógicas de inserção da educação financeira na escola. No entanto, muitos desses recursos precisam ser avaliados e analisados quanto aos aspectos tecnológicos e pedagógicos, que os tornam úteis para os professores. Essa deficiência, por vezes pode inviabilizar sua utilização e reutilização. Nesta direção, indagamos sobre quais são os aspectos tecnológicos e pedagógicos analisáveis de um objeto de aprendizagem para que sejam considerados como recurso educacional para o ensino de educação financeira escolar? A trajetória desse estudo ocorreu através da análise e avaliação de objetos de aprendizagem. Observamos ainda a pluralidade de aspectos mencionados para caracterizar os objetos de aprendizagem. Em decorrência disso, entendemos a dificuldade em desenvolver um recurso que atenda a todos eles. Outro resultado desta pesquisa foi que os materiais que serviram à nossa investigação, embora apresentassem muitos aspectos do checklist da pesquisa, esbarram em questões importantes e aspectos que comprometem a característica de utilização e reutilização atribuídas aos objetos de aprendizagem. O cruzamento das informações nas etapas de avaliação e análise dos objetos da pesquisa nos serviu de orientação para o desenvolvimento de um produto educacional, o qual foi mostrado na forma de um manual para o professor se orientar quanto ao uso de um objeto de aprendizagem para educação financeira escolar.
This study proposes the use of learning objects for teaching financial education in schools, whose goals involve insertion of pedagogical proposals financial education at school. However, many of these features need to be evaluated and analyzed regarding the pedagogical and technological aspects, which make them useful for teachers. This deficiency can sometimes derail its use and re-use. This study set out to inquire about: what are the technological and pedagogical aspects of a learning object analyzable for them to be considered as educational resource for teaching school financial education? The trajectory of this study occurred through the analysis and evaluation of learning objects. We observe the plurality of aspects mentioned to characterize the learning objects. As a result, we understand the difficulty in developing a resource that meets all of them. Another result of this research was that the materials used in our research, although present many aspects of the checklist of research, based on important issues and aspects that compromise the use and reuse characteristic assigned to learning objects. The intersection of information in steps of evaluation and analysis of search objects in served as a guideline for the development of an educational product, which was shown in the form of a prototype of a learning object. We observe the plurality of aspects mentioned to characterize the learning objects. As a result, we understand the difficulty in developing a resource that meets all of them. Another result of this research was that the materials used in our research, although present many aspects of the checklist of research, based on important issues and aspects that compromise the use and reuse characteristic assigned to learning objects. The intersection of information in steps of evaluation and analysis of search objects in served as a guideline for the development of an educational product, which was shown in the form of a prototype of a learning object for financial education in schools.
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Bergström, Emelie, and Aleks Durowicz. "Establishing requirements for a gamified digital math tool in a South African township primary school : A case study based on gamification and interaction design." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-260253.

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This project is based on the desire to increase the understanding and knowledge of digital resource usage within the math education in South African townships. Digital education is considered to facilitate solutions for current shortcomings, yet knowledge and experience of the local circumstances are vital for successful implementation. Interviews, observations and analyses of existing games were used to define requirements regarding design and usability, which were implemented through prototypes and evaluated formatively. This study indicates that the requirements of an educational and stimulating digital tool are the most important and suggest consideration of feedback, gamification features, such as storytelling, as well as the balance of formal and informal settings. Furthermore, user characteristics heavily implies low complexity, few distractions and a logical structure. Requirements of appropriate level, in both language and content, also proved to be crucial. However, this demands further assessment before implementation. The developed tool was perceived as suitable and was accepted as a long-term solution to make better use of the current resources. Although the limited time and the difficulty to comprehend the users’ opinions bounded the conclusions, the established requirements are suggested to provide a solid foundation for further research.
Detta projekt baseras på en strävan efter ökad förståelse och kunskap för digitala resurser inom matteundervisningen i sydafrikanska kåkstäder. Digital utbildning anses möjliggöra lösningar för nuvarande brister, men kunskap och erfarenhet om lokala förhållanden är avgörande för lyckad implementering. Intervjuer, observationer och analyser av existerande spel användes för att definiera design- och användbarhetskrav, vilka implementerades genom prototyper och utvärderas formativt. Denna studie indikerar att kraven om ett utbildande och stimulerande spel är de mest betydelsefulla och föreslår beaktning av återkoppling, inkludering av spelifiering, exempelvis i form av “storytelling”, samt en balans av formell och informell miljö. Vidare innebär användaregenskaper krav på låg komplexitet, få distraktioner och en logisk struktur. Krav på lämplig nivå, både i fråga om mattekunskap och språk, visade sig också vara vitalt. Dessa krav kräver dock vidare utvärdering inför implementering. Det utvecklade verktyget uppfattades som passande och accepterades som en långsiktig lösning för att bättre utnyttja nuvarande resurser. Trots att tidsbegränsningen och svårigheter att förstå användarnas åsikter begränsade slutsatserna, ger de etablerade kraven en solig grund för framtida forskning.
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Sinker, Rebecca. "To what extent is the internet an appropriate medium for learning through and about contemporary visual art? : a case study of the digital art resource for education (DARE) project." Thesis, Middlesex University, 2006. http://eprints.mdx.ac.uk/4965/.

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This research looks at the Internet in relation to art, where art is examined broadly as a cultural, social and economic activity and body of knowledge, and specifically as it features within art and design education at secondary school. It considers the way digital technology features in learning, particularly in the art and design context, examining if and how this relates to the uses made of digital technology - particularly the Internet - by contemporary art practitioners. Recognising a gap here, a web-based art resource (www.dareonline.org) has been devised, created and evaluated trying in some way to bridge this gap, both through its practical usage and - by raising questions in the mind of the user - manifested in the language of its construction. The problems and possibilities of access, communication, collaboration and diversity offered by the use of web-based technologies as demonstrated by a number of artists, set against a generally utilitarian and apparently uncritical view of these technologies offered by statutory education materials, frame this research. The overarching research question, “To what extent is the Internet an appropriate medium for learning through and about contemporary visual art?” was in large part prompted by a consideration of these different perceptions and applications. If artists are using the hybrid and collaborative aspects of digital technology to critique conventional modes of production and exhibition, engaging with issues of identity, authorship and audience, why is most art and technology practice in education focussed solely on the acquisition of skills? In addition, with the Internet being used primarily as a research medium in formal learning, to what extent could an interactive Web resource also be a critical and creative space? These considerations have led to the development of the evaluative questions used to inform the key research question in this study. The development and use of DARE forms a case study, examined by both ethnographic educational research methods and an art practice-based methodology. In combining qualitative research techniques, such as the semi-structured interview and observation, with art-practice-based methods such as the creative reflective journal, the researcher/maker employs a unique hybrid method to reflect on the creation of DARE, its evolution and use and its relationship to other applications of Web-based technology. Having developed, trialled and revised the resource, with the help of secondary school pupils, teachers and PGCE student teachers, conclusions relating to the design and use of DARE are drawn, including recognition of the successes and failures of the aims of the initial project. Key issues and questions are identified to consider how the research question relates to secondary education. The key research findings suggest a number of recommendations, which the evaluation of DARE suggests are in fact interdependent, including the need for young people's creative visual and interpretive responses to be published diversifying the voices (authorship) for the Web's various audiences, highlighting the essential value of dialogue in relation to the form and uses of Webbased (and other) digital media, forming a key element in developing critical digital literacy. This should extend to an examination of the relationship between the digital and other forms of cultural production. Finally, the need for producers of Web-based art educational media to take account of and employ a range of design conventions and devices, as practiced by those net artists who are specifically interrogating the nature of the media and the ideas it can address or convey.
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Edminster, Judith Rhoades. "The diffusion of new media scholarship [electronic resource] : power, innovation, and resistance in academe / by Judith R. Edminster." [Tampa, Fla. : s.n.], 2002. http://purl.fcla.edu/fcla/etd/SFE0000035.

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11

Ngimwa, Pauline Gachaki. "A collaborative design process for educational digital resources in African higher education." Thesis, Open University, 2012. http://oro.open.ac.uk/54233/.

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Within Africa, access to digital library systems is critical in supporting higher level teaching, learning and research. Currently there is a high demand with inadequate resources which often produces poorly supported learning outcomes. The effectiveness of current resources is further limited by poor design processes, which is worsened by stakeholders (academics, e-learning technologists and digital librarians and designers) often working in isolation. Ultimately, designed resources become less user-centred and sustainable. This thesis sought to provide empirically developed collaborative design process guidance for design stakeholders developing educational digital resources within African higher education. Following a Human Computer Interaction research approach, eleven best practice digital library projects identified from three case studies of African universities (in Kenya, Uganda and South Africa) were investigated. Data was drawn from interviews, observations and an examination of documents. This investigation identified three interrelated factors that impacted on the design process (i. e. human relationships, innovative technologies and policies). The human relationships factor comprised multidisciplinary design stakeholders and included a subset i. e. design champions (multidisciplinary and domain champions) whose role changed the facilitation and eventual output of the other stakeholders in the design process. The multidisciplinary champions took on a participatory approach to engagement while the domain champions assumed an approach that was less engaging. The innovative technologies factor comprised universal technologies and 'flexible' technologies (i. e. Web 2.0 applications and the Open Source Software) which supported the design process and enhanced user-centeredness and sustainability of the projects. Existing institutional and national policies supported stakeholder collaboration and application of the innovative technologies. The absence of any of these factors in the digital library projects weakened the design process and reduced effectiveness of digital resources. These three factors have been used to develop the Collaborative Educational Resources Design (CERD) process model as a guidance tool to support multidisciplinary design stakeholders indesigning effective digital resources.
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Mokhfi, Atika. "Étude d'un dispositif d'enseignement à distance en libre accès sur le web : une approche didactique du travail enseignant dans le supérieur : le cas du dispositif Thermoptim-UNIT à l’école MINES ParisTech." Thesis, Aix-Marseille, 2016. http://www.theses.fr/2016AIXM3005.

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La thèse porte aussi bien sur les portails de ressources en accès libre sur le Web et l’introduction des technologies en éducation. Elle s’appuie sur une approche anthropologique du didactique qui s’intéresse à la diffusion des connaissances dans la société et qui offre un cadre de référence à l’analyse du fonctionnement de systèmes didactiques instrumentés par les technologies. Notre étude porte sur le dispositif Thermoptim-UNIT et son portail de ressources pédagogiques numériques diffusées en libre accès sur le Web. Pour étudier les effets de l’introduction de ce dispositif dans l’enseignement de la discipline, nous considérons d’abord la place de l’enseignement de la thermodynamique appliquée aux systèmes énergétiques dans la situation particulière de l’école MINES ParisTech, pour comprendre comment et sous quelles conditions et contraintes s’opèrent la diffusion et la transposition de cette science au niveau de la société. Nous examinons ensuite le rôle joué par l’introduction progressive des technologies éducatives dans l’enseignement de la discipline. Notre méthodologie s’appuie dans un premier temps sur l’analyse des traces de l’activité sur le portail, puis sur des enquêtes par questionnaires et entretiens auprès des utilisateurs. En s’intéressant plus particulièrement aux effets du dispositif sur le travail des enseignants, notre étude s’organise autour de deux axes de recherche majeurs : les effets du recours aux technologies et aux technologies éducatives sur la transposition didactique de la thermodynamique appliquée aux systèmes énergétiques, ainsi que les effets perceptibles et déclarés de l’utilisation du dispositif sur l’enseignement de la discipline
This work lies within the framework both of a research on open access Web portals and of the introduction of educational technologies. It is based on the anthropological theory of the didactic that studies knowledge diffusion in society and offers a reference framework to analyse the functioning of didactic systems instrumented by technologies. Our research studies the Thermoptim-UNIT portal and its open access educational resources portal. In order to study the effects of introducing this educational setting on the teaching of the discipline, we first consider the situation of teaching thermodynamics applied to energetic systems in the specific context of MINES ParisTech graduate school, to understand how and under which conditions and constraints the diffusion and transposition of this science are operating in society. We then examine the role played by the progressive introduction of educational technologies on teaching the discipline. Our methodology first relies on the analysis of activity traces on the portal, then on questionnaire surveys and user interviews. Looking more specifically at the effects of the educational setting on teachers’ work, our study is organised into two major research axes: 1/ the effects of technologies and the use of learning technologies on the didactical transposition of thermodynamics applied to energetic systems; 2/ the perceptible and declared effects of the use of this setting for teaching the discipline
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Roveder, ângela Balbina Picada. "SALA VIRTUAL DE RECURSOS MULTIFUNCIONAIS PARA POTENCIALIZAR O ATENDIMENTO EDUCACIONAL ESPECIALIZADO." Universidade Federal de Santa Maria, 2015. http://repositorio.ufsm.br/handle/1/10654.

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This study linked to the line of research "Development of network educational technology", from the Professional Master course on Network Educational Technology, aims to contribute to the provision of Specialized Educational Service (SES). To do so, it was sought to develop a Digital Educational Material (DEM) to enhance SES; specifically the objectives were: 1) expand the SES, implementing a DEM in order to be used presentially and at a distance; 2) adapt the pedagogical model DEM, making it accessible to the target audience of the Special Education Student (SPES) and 3) validate the possibilities of motivation, autonomy and learning of DEM with SPES, under the assessment of SES teachers. On the basis of theories, it can include four axes: first, contemplating the special education; the second, with studies of digital educational materials, Learning objects; the third on Teaching Design (TD) in the construction of DEM and the fourth axis referring to the accessibility of digital educational materials. By applying a qualitative research, the focus was on teachers who work in Multifunctional Resource Rooms, performing the SES of state public schools in the city of Santa Maria, RS state. Data collected went through content analysis (Bardin, 2011), using three categories: motivation for the use of DEM, the autonomy in the use of DEM and potential for learning. The results of the analyzed categories allow evidence that the motivation to use DEM is present due to the context of illustrations, content and accessibility; as the autonomy, the results indicate that the non-linear path and affordable navigation possibilities are important characteristics for the development of a DEM, and finally, the potential for learning is present from the developed educational activities in accordance with the practices the SES and the possibilities of using DEM presentially and at distance. Thus, the study achieved its goals, understanding that the virtual room of multifunction resources gives SES greater potential.
O presente estudo vinculado à linha de pesquisa Desenvolvimento de tecnologias educacionais em rede , do Mestrado Profissional em Tecnologias Educacionais em Rede, pretendeu contribuir com a oferta do Atendimento Educacional Especializado (AEE). Para tanto, buscou desenvolver um Material Educacional Digital (MED) para potencializar o AEE; especificamente os objetivos foram: 1) ampliar o AEE, implementando um MED de forma a ser utilizado presencial e a distância; 2) adaptar o Modelo Pedagógico MED, tornando-o acessível ao Estudante Público-alvo da Educação Especial (EPAEE) e 3) validar as possibilidades de motivação, autonomia e aprendizagem do MED com os EPAEE, sob a avaliação dos professores do AEE. Nas teorias de base, referenciam-se quatro eixos: o primeiro, contemplando a Educação Especial; o segundo, apresentando estudos sobre Materiais Educacionais Digitais, objetos de Aprendizagem; o terceiro, sobre Design Pedagógico (DP) na construção dos MED e o quarto eixo referindo-se à acessibilidade em Materiais Educacionais Digitais. Com uma pesquisa qualitativa, aplicada, o foco recaiu sobre professores que atuam nas Salas de Recursos Multifuncionais, realizando o AEE de Escolas Públicas Estaduais, na cidade de Santa Maria, RS. Os dados coletados passaram pela análise de conteúdo (Bardin, 2011), por meio de três categorias: motivação para o uso do MED, autonomia no uso do MED e potencial para a aprendizagem. Os resultados das categorias analisadas permitem evidenciar que a motivação para uso do MED está presente devido à contextualização das ilustrações, conteúdos e acessibilidade; quanto à autonomia, os resultados apontam que o percurso não linear e as possibilidades de navegação acessíveis são características importantes para o desenvolvimento de um MED e, por fim, o potencial para aprendizagem se faz presente a partir das atividades pedagógicas elaboradas de acordo com as práticas do AEE e das possibilidades de uso do MED presencial e a distância. Assim, o estudo realizado contemplou os objetivos, entendendo que a Sala virtual de Recursos Multifuncionais potencializa o AEE.
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Kurilov, Jevgenij. "Digital library of education resources and services components interoperability problems." Doctoral thesis, Lithuanian Academic Libraries Network (LABT), 2008. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2008~D_20080620_093755-60074.

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The main scientific problems investigated in this work deal with the creation of flexible open source e-Learning content and services system (referred here as Digital Library of Educational resources and services – DLE) providing learning customisation possibilities for its users. Standards and interoperability are key factors in the success of the introduction of such kind of DLEs, and therefore the main research object of the work is investigation and proposal of interoperability guidelines for DLE components. The main problem is not the identification of suitable standards and specifications, but the adoption of these standards and specifications and their application in e-Learning practice. Approaches concerning LOM Standard Application Profiles (APs) and curricula mapping are the main topics created and investigated here because they could provide more quick and convenient LOs search possibilities in the repositories for the users. Another key factor is quality of DLE systems, and therefore one more research object of the work is the effectiveness of methods of DLE components evaluation. DLE components’ complex evaluation tools suitable for systems based on flexible approach have been created. These tools should include a number of criteria to evaluate LOs reusability level and VLEs adaptation capabilities. Practice of flexible DLE software creation and development for Lithuanian primary, secondary and vocational education based of flexible approach is presented in more... [to full text]
Disertacijoje nagrinėjamos lanksčios atvirosios el. mokymosi turinio ir paslaugų sistemos (t. y. skaitmeninės švietimo išteklių ir paslaugų bibliotekos, angl. Digital Library of Educational Resources and Services) kūrimo bendrajam lavinimui ir profesiniam mokymui mokslinės problemos. Nagrinėjama skaitmeninės švietimo išteklių ir paslaugų bibliotekos (toliau – skaitmeninės bibliotekos) schema ir reikalavimai. Pagrindinis dėmesys skiriamas bibliotekos lankstumui, t. y. biblioteka turi teikti naudotojams individualizuoto mokymosi galimybes. Skaitmeninės bibliotekos sudedamųjų dalių suderinamumas (sąveikos geba, arba sąveikumas, angl. Interoperability) ir standartai yra esminiai bibliotekos funkcionavimo veiksniai, todėl pagrindinis disertacijos tikslas yra bibliotekos sudedamųjų dalių sąveikumo rekomendacijų kūrimas. Sprendžiami uždaviniai: standartų parinkimas, jų tinkamumas, adaptavimas ir taikymas švietimui. Pagrindinis dėmesys skiriamas mokymosi objektų (MO, angl. Learning Objects) metaduomenų standarto (LOM – angl. Leaning Objects Metadata) taikymo modeliui tobulinti ir bendrųjų programų sąryšiui su MO. Daug dėmesio skiriama skaitmeninės bibliotekos sudedamųjų dalių kokybei vertinti, todėl bibliotekos sudedamųjų dalių kompleksinių vertinimo kriterijų, pagrįstų bibliotekos lankstumo ir sudedamųjų dalių sąveikumo rekomendacijomis, kūrimas taip pat yra darbo tikslas.
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Cabral, Mozanilde Santos Nunes. "Uso das Tecnologias Digitais da Informação e Comunicação no Atendimento Educacional Especializado: estudo nas Salas de Recursos Multifuncionais da rede pública municipal de São Luís - MA." Universidade Federal do Maranhão, 2016. http://tedebc.ufma.br:8080/jspui/handle/tede/1522.

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This research discusses about integration of digital information and communication Technologies in the educational practices of Specialized Educational Assistance (SEA). The research sought to answer the question: How are Multifunctional Resource Rooms (MRR) teachers using digital technologies (DT) in their educational practices and what are the challenges that permeate the integration of these technologies in SEA? The main objective of this study was to investigate the practices and challenges of SEA teachers of MRR of the Municipal Public Network of São Luís - MA. Regarding the use of DT in the service of developed in the spaces. Specifically, it was intended to investigate how the uses of the digital technologies in the SEA offered in the MRR are given; Analyze the challenges faced by teachers in the use of technologies in care in these places; And to identify and to offer suggestions for continuing training for the use of DT in SEA, based on the proposals of the subjects participating in the study. The research, with a qualitative approach, adopted as means the field research, and was carried out in MRR of 15 schools of the Municipal Public Network. Data were collected through a questionnaire (25 MRR teachers) and structured interview (8 teachers, among the respondents of the questionnaire). In the analysis of the data, the content analysis was used, following the route of Bardin (2016). In view of the results obtained, it was found that the uses of DT in SEA do not occur very regularly, occur in the modality of support or support to the teaching-learning process and serve especially as a curricular and affective tool. Regarding the challenges to use, there are multiple structural barriers in MRR. In relation to the students, the difficulties are related to the lack of opportunity for the development of their abilities, those intrinsic to the Special Educational Needs (SEN), and the lack of previous knowledge about DT. Related to teachers, there is a lack of opportunity for training in the technological area and lack of mastery in the use of DT. Regarding the continuous training for the use of DT in SEA, teachers believe that these should be based on an adequate theory-practice relationship and should focus on the development of the basic skills technical and pedagogical of the technologies.
Este estudo aborda o tema da integração das tecnologias digitais da informação e comunicação nas práticas educativas do Atendimento Educacional Especializado (AEE). A pesquisa buscou responder à questão: como os docentes das Salas de Recursos Multifuncionais (SRM) estão usando as tecnologias digitais (TD) em suas práticas educativas e quais os desafios que permeiam a integração dessas tecnologias no AEE? Objetivou-se, com o estudo, investigar as práticas e os desafios dos docentes do AEE das SRM da rede pública municipal de São Luís - MA, no que se refere à utilização das TD no atendimento desenvolvido nesses espaços. Especificamente, pretendeu-se investigar como se dão os usos das tecnologias digitais no AEE ofertado nas SRM; analisar os desafios enfrentadas pelos docentes no tocante à utilização das tecnologias no atendimento, nesses locais; e, identificar e apresentar sugestões para uma formação continuada para o uso das TD no AEE, a partir das propostas dos sujeitos participantes do estudo. A pesquisa, de abordagem qualitativa, adotou como meio a pesquisa de campo, e foi realizada em SRM de 15 escolas da rede pública municipal. A coleta de dados ocorreu com a aplicação de questionário (25 docentes das SRM), e por meio de entrevista do tipo estruturada (8 docentes, dentre os respondentes do questionário). Na análise dos dados, usou-se a análise de conteúdo, seguindo o encaminhamento de Bardin (2016). Frente aos resultados obtidos, constatou-se que os usos das TD no AEE não ocorrem com muita regularidade, acontecem na modalidade de apoio ou suporte ao processo de ensino-aprendizagem e servem especialmente como ferramenta curricular e afetiva. Referente aos desafios para o uso, verificou-se que há múltiplas barreiras estruturais nas SRM. Em relação aos alunos, as dificuldades estão ligadas à falta de oportunidade para o desenvolvimento de suas habilidades, àquelas intrínsecas às necessidades educacionais especiais (NEE), e à falta de conhecimento prévio sobre as TD. Relacionados aos professores, destacam-se a falta de oportunidade para formação continuada na área tecnológica e a falta de domínio na utilização das TD. Sobre a formação continuada para o uso das TD no AEE os docentes defendem que estas devem pautar-se na adequada relação teoria-prática e centrarem-se no desenvolvimento das habilidades básicas de domínio técnico e pedagógico das tecnologias
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Olsson, Marie. "Digital learning resources for programming in higher education – a multimodal perspective." Licentiate thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-153200.

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Digital technology is developing rapidly, and educators are currently in the process of exploring what opportunities new technology can have for learning and teaching. This applies not least to the field of education in programming, as   learning to program is a great challenge for many students. Therefore, educators and researchers have sought to find educationally effective digital learning resources to facilitate the programming learning process. In this thesis, multimodal online learning environments, providing accessible and learner-focused learning activities, and multimodal software visualizations, striving at concretizing the abstract building blocks in programming languages, were exploratory investigated. The aim was to expand the understanding of how digital learning resources can be used to support students’ understanding of basic programming concepts and dynamics. Empirical studies were conducted at the Department of Computer and Systems Sciences (DSV) at Stockholm University, Sweden. The data were collected during introductory programming courses in which the author had an active role as designer of the software visualizations, teacher and researcher. In these courses, the digital learning resources were explored as additional course resources. The research was conducted both through field experiments and case studies and data was collected using questionnaires, interviews and group discussions. Results strengthened the claims that abstract phenomena like programming can be made visible and understandable through visualization, in particular program dynamics.  When visualizations illustrated more conceptual elements, further guidance was required, to facilitate students’ interpretation and understanding. Regarding the online learning environments, guiding to the right learning pathways was the most critical factor found from the results. When adequate instructions and feedback were lacking in the learning environments, users became cognitively overloaded and disoriented. Finally, findings in all compiled studies indicate that teacher planning and orchestration of the learning situations should be conducted with more reflection.
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Crosby, Brian. "Digital resources for public archaeology| New directions of public outreach and education." Thesis, Northern Arizona University, 2014. http://pqdtopen.proquest.com/#viewpdf?dispub=1550098.

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Archaeologists increasingly recognize the need for public outreach and education, which many archaeological organizations include in principles and guidelines. First, this thesis summarizes my experience with a multicomponent internship, with Archaeology Southwest, the Learning Center of the American Southwest, and the National Park Service. During my internship I focused on providing the public with access to information about archaeological materials through the internet. Finally, this thesis explores the opportunity of providing deeper understandings, while considering potential implications, when working with the digital medium. During my time with Archaeology Southwest I produced three dimensional digital representations, virtual artifacts, of archaeological ceramic vessels. I designed the virtual artifacts for use by Archaeology Southwest's Virtual Southwest website and the Learning Center of the American Southwest (LCAS) Virtual Museum website. I contributed to the digital repositories of the websites, and subsequently reviewed and analyzed my experience to determine the best use of the virtual artifacts. During my time with the National Park Service (NPS) I helped develop lesson plans and activities of the Sinagua archaeological culture of Wupatki and Walnut Canyon National Monuments, designed primarily for third through fifth grade students visiting the monuments during school trips. Digital media provides the opportunity to preserve archaeological resources while educating the public to provide a deeper understanding of the past. I created 28 three dimensional reconstructions, virtual artifacts, of existing archaeological ceramic vessels provided by the Museum of Northern Arizona and Northern Arizona University. I designed the virtual artifacts for multiple online programs and for the lesson plans that I created for the National Park Service. I critically analyze the use of the products of my internship within the open-source movement, detail the current state of intellectual property rights for indigenous communities, and provide recommendations for my internship organizations. This information provides archaeologists with a reflexive analysis of the current use of intangible digital resources and serves as a guide for future projects.

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Buchholz, Sunshine R. "Recommendations on digital resources for the Wisconsin K-12 Forestry Education Program (LEAF) /." Link to full text, 2007. http://epapers.uwsp.edu/thesis/2007/Buchholz.pdf.

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Marlow, Gregory. "Week 06, Video 06: Preparing Scene For Animation." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/46.

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Marlow, Gregory. "Week 01, Video 05: Maya UI Attribute and Layer Editors." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/10.

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Marlow, Gregory. "Week 02, Video 04: Materials." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/17.

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Marlow, Gregory. "Week 02, Video 05: Rigging." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/18.

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Marlow, Gregory. "Week 02, Video 06: Saving." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/19.

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Marlow, Gregory. "Week 02, Video 07: Animation Part 1." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/20.

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Marlow, Gregory. "Week 02, Video 08: Animation Part 2." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/21.

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Marlow, Gregory. "Week 02, Video 09: Animation Part 3." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/22.

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Marlow, Gregory. "Week 03, Video 03: Camera." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/26.

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Marlow, Gregory. "Week 03, Video 06: Hardware 2.0 Materials." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/29.

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Marlow, Gregory. "Week 05, Video 04: Refining." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/40.

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Marlow, Gregory. "Week 06, Video 01: Graphs." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/41.

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Marlow, Gregory. "Week 07, Video 02: Modeling Tools." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/51.

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Marlow, Gregory. "Week 07, Video 03: Poly Modeling Milk Carton." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/52.

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Marlow, Gregory. "Week 07, Video 04: Poly Modeling a Coffee Cup." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/53.

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Marlow, Gregory. "Week 00, Video 01: Introduction." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/1.

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Marlow, Gregory. "Week 00, Video 02: Maya Download and Install." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/2.

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Marlow, Gregory. "Week 00, Video 03: OpenShot Download and Install." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/3.

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Marlow, Gregory. "Week 00, Video 04: D2L." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/4.

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Marlow, Gregory. "Week 01, Video 01: Maya UI Menu and Shelf." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/6.

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Marlow, Gregory. "Week 01, Video 02: Maya UI Viewport Navigation." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/7.

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Marlow, Gregory. "Week 01, Video 03: Maya UI Manipulation Tools." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/8.

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Marlow, Gregory. "Week 01, Video 04: Maya UI Channel Box." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/9.

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Marlow, Gregory. "Week 01, Video 06: Maya UI Time Slider and Range Slider." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/11.

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Marlow, Gregory. "Week 01, Video 07: Maya UI Command Line." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/12.

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Marlow, Gregory. "Week 01, Video 08: Maya UI Customization." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/13.

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Marlow, Gregory. "Week 02, Video 01: Components." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/14.

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Marlow, Gregory. "Week 02, Video 10: Playblast." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/23.

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Marlow, Gregory. "Week 03, Video 01: Terrain." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/24.

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Marlow, Gregory. "Week 03, Video 10: Compiling OpenShot." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/33.

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Marlow, Gregory. "Week 04, Video 01: Piskel." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/35.

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Marlow, Gregory. "Week 04, Video 02: GIF." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/digital-animation-videos-oer/36.

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