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1

Dalbom, Axel, Markuss Sprogis, Emil Stolpe, and Nils Söderkvist. "A Tool for Learning Digital Filters in Virtual Reality." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-353852.

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There are various tools used for teaching purposes, be it computers or even pen and paper. Virtual reality is used to simulate immersive environments. While it is mostly used in the video game industry we have made an attempt to use it as a learning tool, in this case for courses related to signal processing by trying to build intuition for digital filter design. The end product is a tool in virtual reality that allows the user to alter digital filter specifications and see how these alterations affect it. With this project we show that there is potential for virtual reality to be used as a te
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Garrety, Cynthia Marie. "Digital storytelling an emerging tool for student and teacher learning /." [Ames, Iowa : Iowa State 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:3383367.

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McCoy, Mason Eugene. "A Twitter-Based Prediction Tool for Digital Currency." OpenSIUC, 2018. https://opensiuc.lib.siu.edu/theses/2302.

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Digital currencies (cryptocurrencies) are rapidly becoming commonplace in the global market. Trading is performed similarly to the stock market or commodities, but stock market prediction algorithms are not necessarily well-suited for predicting digital currency prices. In this work, we analyzed tweets with both an existing sentiment analysis package and a manually tailored "objective analysis," resulting in one impact value for each analysis per 15-minute period. We then used evolutionary techniques to select the most appropriate training method and the best subset of the generated features t
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Rossini, Elizabeth Mary. "Administrators' Perceptions of Using Social Media as a Tool for Learning." Diss., Virginia Tech, 2016. http://hdl.handle.net/10919/82345.

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The purpose of this study was to investigate administrators' perceptions of using social media as a tool for learning. A review of literature revealed a disconnect between the technology students rely on outside of school versus what they use and have access to during school and leads to us to question if social media can be used as a tool for learning. The anytime, anywhere access to people, information, creation and collaboration is commonplace for these students. The challenge for principals is to lead programs that effectively educate today's youth in ways that engage them and cause signif
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Clark, W. Andrew, Cher L. Cornett, and Peter M. Hriso. "Linking Art to Science: Digital Media as a Technology Translation Tool." Digital Commons @ East Tennessee State University, 2005. https://dc.etsu.edu/etsu-works/2524.

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Technology translation can be achieved through the blending of the sciences and arts in the form of digital imagery. Digital animation and video can be utilized to portray molecular events where the mechanism of action is known but the process occurs at a sub-microscopic level. There needs to be a strong collaboration between scientific advisors and digital artists when creating the animation such that the artistic interpretation of the molecular event conforms to the known and accepted confines of science. The finished animation may be used for information, education or persuasion as entrepre
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Ly, Rebecca. "A waste of time? Or an effective learning tool? - Assessing the effectiveness of a digital games-based learning approach in music education." Thesis, University of Sydney, 2021. https://hdl.handle.net/2123/26621.

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This research is a multiple case study on four participants who had access to the game Rocksmith 2014 remastered for sixty days. Following the sixty-day period, a post-test was conducted. The participants were assessed by two guitar experts and then interviewed by the researcher to understand if Rocksmith was an effective way to learn how to play the guitar. At the time of the interview, these participants were aged between 25 and 28 years and had varying levels of experience playing the guitar and video games. The findings suggested that as a learning tool, Rocksmith can teach certain guitar
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Ervine, Michelle D. "Design and Development of a Performance Support Tool for the Digital Curation of Non-Textual Learning Objects." Diss., Virginia Tech, 2016. http://hdl.handle.net/10919/79847.

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As more artifacts are created in a digital format, there is a need to have metadata associated with the artifacts to increase the chance for resource discovery by others. This is especially the case with non-textual artifacts. Once these artifacts have descriptive metadata associated with them, they have the potential to become learning objects which can be used by others in their own teaching and research. This study explored the design and development of a performance support tool to create descriptive metadata by users that are most familiar with the non-textual learning objects, yet may
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Osborne, Richard. "An ecological approach to educational technology : affordance as a design tool for aligning pedagogy and technology." Thesis, University of Exeter, 2014. http://hdl.handle.net/10871/16637.

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Digital technologies have for many years been acclaimed as tools that hold the power to transform learning, yet educational research has so far failed to demonstrate the transformative effects of these digital technologies on learning outcomes (Cuban, 2001; Price and Kirkwood, 2011). Some research has even gone so far as to question this underlying assumption regarding digital technologies ability to transform education, suggesting that they do not in fact have any inherently positive benefits for learning, and that perceived benefits are actually artefacts produced by other factors (Means et
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Dalbello, Marija, and Lisa Covi. "Tool or Sign? Negotiated Learning and Socialization Process in the Students' Perceptions of Technology in the Digital Library Classroom." James Nicholas Publishers, 2003. http://hdl.handle.net/10150/106322.

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This article is published in a thematic issue of Information Technology, Education and Society - on Social Informatics.<br>This study explores the learning process in a group, focusing on novice users of technology, by observing how they build frameworks for deep and strategic learning, the role of the communities of practice and the role of existing learning style as a context for learning. A group of LIS students in a digital library classroom was selected for the study. A pre- and post-test questionnaire and a recorded interview (where students described their experiences of achieving techn
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Becker, Ryan Liss. "A Science Instrument for the Digital Age: #Scistuchat Participants' Perceptions of Twitter as a Tool for Learning and Communicating Science." ScholarWorks @ UVM, 2015. http://scholarworks.uvm.edu/graddis/495.

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The integration of digital technologies in K-12 education is ubiquitous. Web 2.0 technologies enable students who were once passive consumers to become active participants in, and even creators of, dynamic digital experiences. Social media, in particular, can connect disparate populations, minimizing traditional barriers such as time, space and geography. Similarly, science communication has also been influenced by an expanding array of media through which scientists can now connect directly with the public. #Scistuchat, the focus of this study, uses the social media platform Twitter to bring
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Brand, Irene. "An examination of the effectiveness of a digital tool as an intervention measure to improve the reading comprehension skills of high school learners." Thesis, Stellenbosch : Stellenbosch University, 2012. http://hdl.handle.net/10019.1/20081.

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Thesis (MPhil)--Stellenbosch University<br>ENGLISH ABSTRACT: The current level of literacy in South Africa is cause for concern. The Annual National Assessment of Literacy and Numeracy, conducted nationally by the National Department of Education of South Africa, shows that only 28% of Grade 3 learners and 35% of Grade 6 learners passed these tests in 2011 (Department of Basic Education (a), 2011). According to the policy on progression and promotion issued by the National Department of Education, learners may only be retained once in a phase, which means that these learners may lack ess
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Lidström, Shona. "Digitally speaking... : How secondary school English teachers perceive the use of digital translation tools in English language learning." Thesis, Umeå universitet, Institutionen för tillämpad utbildningsvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-164930.

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For today’s digital native students, digital translation tools appear to be the most favoured help tools in language classes. The day of the paper dictionary has gone and this is being followed closely by online dictionaries and thesauruses. The purpose of this research is to contribute to the knowledge concerning the role digital translation tools have in the teaching and learning of English at secondary school level. Specifically, it looks at the use of digital translation tools, the possibilities and challenges they present both in and outside of the classroom, and what way teachers perceiv
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Costa, Liliana Filipa Vale. "Game-based learning for active ageing: co-designing, developing and assessing a game-based tool." Doctoral thesis, Universidade de Aveiro, 2017. http://hdl.handle.net/10773/23250.

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Doutoramento em Informação e Comunicação em Plataformas Digitais<br>Current demands for the Information and Communication Society often exclude certain groups either by their age, lack of participation in the labour workforce, health status or learning difficulties. In fact, active ageing and lifelong learning have been central issues for the Political Declaration and Madrid International Plan of Action on Ageing and the World’s Health Organisation. Although debate continues about the best strategies for increasing the participation of older adult citizens in economic, cultural and social affa
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Sousa, Neto Fausto Alves de. "DITV-LEARNING: uma ferramenta de autoria à criação de objetos digitais de aprendizagem para TV Digital Interativa." Universidade Federal da Paraí­ba, 2012. http://tede.biblioteca.ufpb.br:8080/handle/tede/6072.

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Made available in DSpace on 2015-05-14T12:36:34Z (GMT). No. of bitstreams: 1 Arquivototal.pdf: 5661315 bytes, checksum: 3d034c11f7bf03d07a9ae05ed27d1b5c (MD5) Previous issue date: 2012-06-27<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior<br>The increasing use of computers in schools has been changing the standard of education in Brazil and enabling teachers to interfere with solutions that make the learning process more participatory and interactive. In this scenario the Digital learning objects (DLO) have been shown to be useful. The DLO construction for web or digital TV in
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Johansson, Agnes, and Aleksandra Voronenko. "Creating a sense of normality : A quantitative study examining how a digital collaborative tool impacts students’ experiences in online synchronous group discussions." Thesis, Jönköping University, Tekniska Högskolan, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-53312.

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Purpose – The unexpected yet drastic influence of the COVID-19 pandemic resulted in a rapid transition of education to be conducted in digital environments. Replacing face-to-face classrooms with synchronous online learning requires a number of appropriate adjustments which were heavily restricted by the urgency of this global change taking place. With theobserved issues of student participation and involvement in online learning, the purpose ofthis research was to investigate the potential that digital collaborative tools have and if theycan improve the quality of online group discussions amo
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Saluke, Jessica Mary. "The Comparative Effects of Independent and Whole Class Active Student Response on Students’ Vocabulary Achievement in a High School Social Studies Class." The Ohio State University, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=osu1531220368893987.

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Sacic, Anna. "Digitala verktyg i förskolan." Thesis, Högskolan Väst, Avd för utbildningsvetenskap och språk, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hv:diva-14508.

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Bakgrund: De digitala verktygen ses som en självklar del av samhället, och även de allra flesta barn har en relation till verktygen. Förskolan arbetar utifrån en läroplan som styr vilka strävansmål förskollärarna ska arbeta emot. De digitala verktygen finns inte med som ett av dessa mål. Däremot kan de ses som ett hjälpmedel i arbetet mot lärande och utveckling. Därför är det viktigt att reflektera över syftet med verktygen utifrån det man vill uppnå, med en medvetenhet om att förskolläraren påverkas av olika faktorer som har betydelse för förutsättningar för, och utformning av undervisningen.
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Tsai, Shun-Chieh, and 蔡舜傑. "Developing an authoring tool for SCORM2004 and learning strategy compliant digital materials." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/32314053982945891601.

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碩士<br>國立臺南大學<br>資訊教育研究所碩士班<br>94<br>The purpose of this paper is to develop an authoring tool of digital materials, which conforms to SCORM2004 and contains learning strategies. Then, material editors make output materials of learning strategy which accord with SCORM2004. The authoring tool connects with a learning strategies repository and the learning strategies exist as templates. Moreover, material editors can use ready-to-wear learning strategies, edit accomplished learning strategies, save new design learning strategies, and exchange the learning strategies with each other. This authorin
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Lionaite, Monika. "Hackathons as a tool for learning in the framework of UNESCO learning cities." Thesis, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-188067.

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This research analyses hackathons which are collaborative innovation making by using technology events, in terms of using these as a tool to facilitate a lifelong learning process in obtaining digital competence among other 21 st century skills. The aim of this research is to explore and analyse the perceptions and experiences of hackathon participants and different stakeholders about the learning process experienced during a hackathon event. The following research questions are studied: RQ1. How do interviewees perceive hackathons in relation to key elements of the UNESCO Learning Cities Fram
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Ke, Wei-Hsuan, and 柯維軒. "A Study of Digital Tool in Learning Activities – The Block Camp in Elementary School." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/gx5v69.

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碩士<br>國立雲林科技大學<br>數位媒體設計系<br>104<br>This study introduces a short-term camp as a teaching mode which combined technology experience into teaching activities, and incorporated mini-blocks with digital tools as a teaching the medium in elementary schools. Students will be divided into groups and participated in building mini-blocks for showing their designed characters. In this teaching method, it could help students to learn from each other, and also developed the skills for teamwork. Through using different learning modes with interesting learning tools, students could experience digital techn
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Wu, Chao-Tsung, and 吳肇宗. "Applying agent technique in an authoring tool for SCORM and learning strategy compliant digital materials." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/00171263328938455356.

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碩士<br>國立臺南大學<br>資訊教育研究所碩士班<br>94<br>The purpose of this study was to apply the agent technique in an authoring tool for SCORM and learning strategy compliant digital materials. In the study, a SCORM compliant authoring tool embedded with learning strategies was developed, and Microsoft''s agent technique was applied. This authoring tool has 3 main functions: (1) to add new learning strategies and edit existing ones stored in the template database of learning strategies; (2) to edit the digital learning content in the database, integrate learning strategies, and output a package compliant with
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Nhlanganiso, Biyela. "Evaluation of ArcView-GIS as a learning tool at the University of KwaZulu-Natal." Thesis, 2005. http://hdl.handle.net/10413/2770.

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The objective ofthe research project is to investigate the use of ArcView-GIS (a Geographical Information Systems software package) to promote cognitive development , at the University of KwaZulu-Natal. To understand the impact of ArcView-GIS as a learning tool will require an understanding ofhow it is used, what learning goals are held by educators and students and the type of assessments used to evaluate student achievement. It is argued that the use of GIS software promotes development of a wide
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DIANAWATI, ROSWINA, and ROSWINA DIANAWATI. "Development of C++-Based Digital Game as a Computer Science Learning Tool for Vocational High School Students." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/2u373s.

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碩士<br>國立雲林科技大學<br>技術及職業教育研究所<br>107<br>Currently, there is a shortage of professionals in Information and Communications Technology (ICT) fields in Indonesia. Career interests are often developed in the high school years. Therefore, to increase the pool of electrical experts who are also qualified in the field of CS, it is necessary to boost interest in CS at an early year of upper secondary level. The Game based learning (GBL) approach was used to increase investment in CS for vocational high school learners. However, there are still very few games offered to vocational high school students i
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Lauricella, Ann Marie. "Digital video composition as a tool for learning Exploring multiple text documents in an urban social studies classroom /." 2006. http://proquest.umi.com/pqdweb?did=1192188721&sid=13&Fmt=2&clientId=39334&RQT=309&VName=PQD.

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Thesis (Ph.D.)--State University of New York at Buffalo, 2006.<br>Title from PDF title page (viewed on Mar. 02, 2007) Available through UMI ProQuest Digital Dissertations. Thesis adviser: Miller, Suzanne Includes bibliographical references.
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Lin, Yi Shan, and 林憶珊. "The study of building web-based learning community based on digital library with support of knowledge construction tool." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/54166226973092496630.

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碩士<br>國立政治大學<br>圖書資訊與檔案學研究所<br>98<br>As the rapid changes of on-line environment and prevalence of social networking websites, not only has the on-line users’ behavior changed, but also it implies the perfect time to develop better learning community with the advantages of technology innovation. Taking the Digital library (DL) as example, it has been developed into the perfect portal with accumulation of high quality information with and reader-centered services, including personalized information services and searching functions. However, comparing with other social networking sites, DL has b
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Kou, Che-Ting, and 郭哲廷. "A Study of differences of Scaffold Tool Usage Behaviors in a Digital English Vocabulary Learning Game between Different Genders." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/22030389442510525952.

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碩士<br>中華大學<br>資訊管理學系<br>104<br>Abstract Vocabulary is the foundation of language. However, vocabulary learning is boring and difficult to most English learners so as to arouse their interests. Learning through games can effectively increase learners' motivation. Appropriate auxiliary scaffolding in the game can help learners to learn without stress and pressure free. Therefore, leaners could enjoy learning English vocabulary repeatedly in games. The purpose of this study is to create an interesting English learning environment and explore different behavior on both gender by games scaffoldings
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Lyall, John. "The use of digital video as a learning tool for documenting and reflecting aboriginal knowledge with respect to science." Thesis, 2009. http://hdl.handle.net/1828/1752.

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The nexus that exists between Aboriginal ways of knowing and Western modern science provided the setting for this research project. It investigated the process of using digital film as a learning tool in the documentation and reflection of Aboriginal knowledge with respect to science. It used Participatory Action Research (PAR) as the research methodology, specifically students engaged in creating films on topics of their choice with respect to Aboriginal knowledge and science. The findings emerged into two themes; one focused on the traits of Aboriginal knowledge and its knowledge transf
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CHENG, YU-TING, and 鄭昱廷. "A Study of Differences of Scaffold Tool Usage Behaviors in a Digital English Vocabulary Learning Game among Different Personality." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/39164518850115954402.

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碩士<br>中華大學<br>資訊管理學系<br>104<br>In this study, we provide an improved-tips system that has a "pay the price" part , in a English game-based learning system of scaffolding, and research the user behaviors of different personalities. We collected the data that include the use records, the English words attitudes and the gaming system attitude from the 7 grade's students who are in a junior high school at New Taipei City. In order to provide the widely use to public, we classified these students to 4 types by DISC(Dominance、Influence、Compliance、Steadiness), and analyze these data to know whether t
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(7046756), Jeff Fiechter. "DEVELOPMENT AND DEPLOYMENT OF A FIELD BASED SOIL MAPPING TOOL USING A COMPARATIVE EVALUATION OF GEOSTATISTICS AND MACHINE LEARNING." Thesis, 2019.

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Soil property variability is a large component of the overall environmental variability that Precision Agriculture practices seek to address. Thus, the creation of accurate field soil maps from field soil samples is of utmost importance to practitioners of Precision Agriculture, as understanding and characterizing variability is the first step in addressing it. Today, growers often interpolate their soil maps in a “black-box” fashion, and there is a need for an easy to use, accurate method of interpolation. In this study, current interpolation practices are examined as a benchmark, a Random Fo
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Ngubane-Mokiwa, Sindile Amina. "Information and communication technology as a learning tool : experiences of students with blindness." Thesis, 2013. http://hdl.handle.net/10500/13246.

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The goal of this research was to explore how students with blindness (SwBs) use information and communication technology (ICT) for learning at the University of South Africa (UNISA). To do this the critical paradigm was used as a way of viewing the educational world. Underpinned by Transactional Distance Theory, Cultural Historical Activity Theory, Universal Design for Learning and Critical Theory, the study was qualitative and used narrative inquiry. The selection of the participants was made through purposive and snowball sampling and data collected through life stories, in-depth and telepho
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