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Dissertations / Theses on the topic 'Interactive Learning Module'

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1

Smith, Natalie T. (Natalie Tamika) 1978. "Interactive spectral analysis learning module." Thesis, Massachusetts Institute of Technology, 2001. http://hdl.handle.net/1721.1/8600.

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Thesis (M.Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2001.<br>Includes bibliographical references (leaf 103).<br>Due to increased demand for interactive learning opportunities for engineering students, an interactive spectral analysis learning module was developed for the course Biomedical Signal and Image Processing (HST582J/6.555J/16.456J). The design of this module is based on the Star Legacy model, a pedagogical framework that promotes the creation of guided learning environments that use applications as the context for focused learn
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2

Wanyonyi, David Wafula. "Mobile presentations with interactive chat for m-Learning." Thesis, University of the Western Cape, 2010. http://etd.uwc.ac.za/index.php?module=etd&action=viewtitle&id=gen8Srv25Nme4_5136_1319004472.

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Using presentations in an m-Learning environment enables delivery of rich content to a mobile phone learner. This study investigated how to prepare and stream presentations from a desktop computer to a mobile phone in near-realtime. It also addressed communication between users using interactive text chat in the same environment. Our analysis of text/podcast-based m-Learning applications revealed limited interactivity and lack of diversity in content streamed. To address this, we developed a mobile-based application that uses a task-timer model to synchronize with a server every n units of tim
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Amer, Rafat Samih. "Designing and evaluating an interactive dental educational module to teach freshman dental students." Thesis, University of Iowa, 2009. https://ir.uiowa.edu/etd/224.

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Certain Operative Dentistry skill sets, such as bonding procedures, do not require a refined psychomotor skill level as much as a mastery of the concepts, placement and timing requirements of the bonding procedure. Procedures such as these may lend themselves well to the interactive media style that today's students are so familiar with in a computer module "gaming" format.
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4

D'Agostino, Bianca. "The Influence of an Interactive Online Learning Module on Pre-Service Teachers’ Mental Health Literacy." Thesis, Université d'Ottawa / University of Ottawa, 2019. http://hdl.handle.net/10393/39213.

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Ensuring that teachers have high mental health literacy (MHL) is paramount, particularly because the prevalence rate for mental illness among children and adolescents is 10-20% (Mental Health Commission of Canada, 2013). Currently, there are few programs designed to increase the MHL of teachers, and the research base examining these is scant. As a result, more research is required to find effective methods of improving MHL among teachers. The current study explored the influence of a new, interactive MHL learning module on the MHL levels of B.Ed. candidates. A questionnaire largely adapted fro
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Dalmon, Danilo Leite. "Uma linha de produto de software para módulos de aprendizagem interativa." Universidade de São Paulo, 2012. http://www.teses.usp.br/teses/disponiveis/45/45134/tde-27112015-232114/.

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Aplicativos educacionais podem promover diversos benefícios a professores e alunos, desde a redução de tarefas repetitivas à realização de atividades impossíveis com o uso de apenas lousa e papel. Módulos de Aprendizagem Interativa (iMA) são uma família de aplicativos educacionais que fornecem atividades interativas integradas a Sistemas de Gerenciamento de Cursos. O desenvolvimento de iMA, similarmente ao de outros sistemas criados em contexto de projetos acadêmicos, enfrenta problemas relacionados a manutenção e evolução de software, que afetam suas contribuições à sociedade. Isso é provocad
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6

Jamwal, Goldee. "Effective use of Interactive Learning Modules in Classroom Study for Computer Science Education." DigitalCommons@USU, 2012. http://digitalcommons.usu.edu/etd/1358.

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The National Science Foundation (NSF) is spending substantial resources to improve science, technology, engineering, and mathematics (STEM) education in the United States. The ultimate goal of these programs is to produce students with a better knowledge of math and science and who are more likely to pursue careers in STEM fields. Interactive learning modules can be used in the classroom environment for effective learning. This study examines the learning preferences of Logan High School (located in Logan, Utah) students and evaluates the impacts of using interactive learning modules with clas
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Otaala, Laura Ariko. "Action researching the interaction between teaching, learning, language and assessment at The University of Namibia." Thesis, University of the Western Cape, 2005. http://etd.uwc.ac.za/index.php?module=etd&amp.

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The purpose of this study was to investigate the views of students and lecturers at the University of Namibia about teaching and learning. The study specifically determined the views of students and lectures in relation to language, teaching, learning and assessment as well as what we might learn from analysis of these views to assist in improving teaching, learning and assessment.
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Chauvin, Simon. "Un modèle narratif pour les jeux vidéo émergents." Thesis, Paris, CNAM, 2019. http://www.theses.fr/2019CNAM1261/document.

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Cette thèse a pour objectif de créer et évaluer un modèle narratif pour les jeux vidéo émergents dont une part importante du contenu est générée de façon procédurale. Elle propose pour cela une application dans le jeu vidéo Minecraft. L'approche classique de la narration dans les jeux vidéo s'adaptant difficilement à des expériences de jeu plus libres nous proposons de donner au joueur les moyens de transformer le récit en temps réel et de manière explicite grâce à une forme narrative modulaire et adaptative au contexte de jeu courant. Dans un premier temps, la thèse explore les liens entre na
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Jones, Piet. "Structure learning of gene interaction networks." Thesis, Stellenbosch : Stellenbosch University, 2014. http://hdl.handle.net/10019.1/86650.

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Thesis (MSc)--Stellenbosch University, 2014.<br>ENGLISH ABSTRACT: There is an ever increasing wealth of information that is being generated regarding biological systems, in particular information on the interactions and dependencies of genes and their regulatory process. It is thus important to be able to attach functional understanding to this wealth of information. Mathematics can potentially provide the tools needed to generate the necessary abstractions to model the complex system of gene interaction. Here the problem of uncovering gene interactions is cast in several contexts, name
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Fernández, Beltrán Rubén. "Characterisation and adaptive learning in interactive video retrieval." Doctoral thesis, Universitat Jaume I, 2016. http://hdl.handle.net/10803/387220.

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El objetivo principal de esta tesis consiste en utilizar eficazmente los modelos de tópicos latentes para afrontar el problema de la recuperación automática de vídeo. Concretamente, se pretende mejorar tanto a nivel de eficiencia como a nivel de precisión el actual estado del arte en materia de los sitemas de recuperación automática de vídeo. En general, los modelos de tópicos latentes son un conjunto de herramientas estadísticas que permiten extraer los patrones generadores de una colección de datos. Tradicionalmente, este tipo de técnicas no han sido consideradas de gran utilidad para los s
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Santoso, Harry Budi. "Computer Self-Efficacy, Cognitive Actions, and Metacognitive Strategies of High School Students While Engaged in Interactive Learning Modules." DigitalCommons@USU, 2013. https://digitalcommons.usu.edu/etd/2043.

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The purpose of this research was to investigate high school students’ computer self-efficacy, cognitive actions, and metacognitive strategies in a self-regulated learning (SRL) framework while utilizing an interactive learning module. The researcher hypothesized that computer self-efficacy is correlated positively with cognitive actions and metacognitive strategies while the students are engaged with interactive learning modules. This research used a mixed-methods approach to answer the research questions. Two research questions guided this research: (1) How is students’ computer self-efficacy
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Arora, Ankuj. "Apprentissage du modèle d'action pour une interaction socio-communicative des hommes-robots." Thesis, Université Grenoble Alpes (ComUE), 2017. http://www.theses.fr/2017GREAM081/document.

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Conduite dans le but de rendre les robots comme socio-communicatifs, les chercheurs ont cherché à mettre au point des robots dotés de compétences sociales et de «bon sens» pour les rendre acceptables. Cette intelligence sociale ou «sens commun» du robot est ce qui finit par déterminer son acceptabilité sociale à long terme.Cependant, ce n'est pas commun. Les robots peuvent donc seulement apprendre à être acceptables avec l'expérience. Cependant, en enseignant à un humanoïde, les subtilités d'une interaction sociale ne sont pas évidentes. Même un échange de dialogue standard intègre le panel le
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Sadeghi, Mohsen. "Representation and interaction of sensorimotor learning processes." Thesis, University of Cambridge, 2018. https://www.repository.cam.ac.uk/handle/1810/278611.

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Human sensorimotor control is remarkably adept at utilising contextual information to learn and recall systematic sensorimotor transformations. Here, we investigate the motor representations that underlie such learning, and examine how motor memories acquired based on different contextual information interact. Using a novel three-dimensional robotic manipulandum, the 3BOT, we examined the spatial transfer of learning across various movement directions in a 3D environment, while human subjects performed reaching movements under velocity-dependent force field. The obtained pattern of generalisat
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Chauvin, Simon. "Un modèle narratif pour les jeux vidéo émergents." Electronic Thesis or Diss., Paris, CNAM, 2019. http://www.theses.fr/2019CNAM1261.

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Cette thèse a pour objectif de créer et évaluer un modèle narratif pour les jeux vidéo émergents dont une part importante du contenu est générée de façon procédurale. Elle propose pour cela une application dans le jeu vidéo Minecraft. L'approche classique de la narration dans les jeux vidéo s'adaptant difficilement à des expériences de jeu plus libres nous proposons de donner au joueur les moyens de transformer le récit en temps réel et de manière explicite grâce à une forme narrative modulaire et adaptative au contexte de jeu courant. Dans un premier temps, la thèse explore les liens entre na
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15

Lesueur-Grand, Caroline. "Le Robot mobile compagnon : De l'apprentissage interactif vers un modèle d'IHM intuitive." Thesis, Cergy-Pontoise, 2017. http://www.theses.fr/2017CERG0901/document.

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Dans le cadre de cette thèse, nous abordons les problèmes liés à un robot autonome devant apprendre différentes tâches sensori-motrices dans des situations d’interaction et d’imitation. D’un point de vue théorique et dans le cadre des Interactions Homme-Machine (IHM), nous aborderons notamment les notions liées aux phénomènes d’entraînement rythmiques, de coordination interpersonnelle et de synchronisation intentionnelles et non-intentionnelles qui jouent un rôle important dans les interactions sociales. En particulier nous défendons l’hypothèse que des mécanismes d’entrainement rythmiques fac
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Guo, Yongquing. "Interactive Computer Simulation and Animation Learning Modules: A Mixed-method Study of Their Effects on Students' Problem Solving in Particle Dynamics." DigitalCommons@USU, 2015. https://digitalcommons.usu.edu/etd/4493.

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Computer simulation and animation (CSA) has been receiving growing attention and wide application in the engineering education community. The goal of this dissertation research was to improve students' conceptual understanding and procedural skills for solving particle dynamics problems, by developing, implementing and assessing 12 interactive computer simulation and animation learning modules. The developed CSA learning modules integrate visualization with mathematical modeling to help students directly connect engineering dynamics with mathematics. These CSA modules provide a constructivis
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Bailet, Mathieu. "Modèles biomécaniques pour la simulation interactive de l'accouchement." Thesis, Grenoble, 2014. http://www.theses.fr/2014GRENM100/document.

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La formation aux gestes en obstétrique réalisée directement auprès du patient pose des problèmes éthiques et médico-légaux. C'est pourquoi une grande partie de cette formation repose sur l'observation in-situ. Cette approche ne permet pas de prendre en charge l'ensemble des dimensions nécessaires à la formation telles que l'extraction instrumentale, l'acquisition d'un niveau de dextérité suffisant ou encore la capacité de prise de décision face à une situation à risque.Les systèmes d'entrainement par simulation consituent une réponse à ce problème de formation. Toutefois, les simulateurs hapti
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18

Ekinci, Emre, and Mohammed Esget. "En lärares syn på interaktivt lärande och begreppsutveckling ihistorieämnet." Thesis, Malmö universitet, Institutet för studier i Malmös historia (IMH), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-44348.

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The aim of this study is to examine how teachers understand interactive methods in history education in secondary and upper secondary school. The study is based on learning theories by Lev Vygotskij, John Dewey and Jean Piaget on how different interactive teaching methods can enhance pupils’ literacy. The method used is a qualitative study which is analyzed inductively through thematic strategy. The findings show how teachers perceive the usefulness in interactive methods and its role in improving literacy in historical concepts.
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19

Kim, Jinhan. "J-model : an open and social ensemble learning architecture for classification." Thesis, University of Edinburgh, 2012. http://hdl.handle.net/1842/7672.

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Ensemble learning is a promising direction of research in machine learning, in which an ensemble classifier gives better predictive and more robust performance for classification problems by combining other learners. Meanwhile agent-based systems provide frameworks to share knowledge from multiple agents in an open context. This thesis combines multi-agent knowledge sharing with ensemble methods to produce a new style of learning system for open environments. We now are surrounded by many smart objects such as wireless sensors, ambient communication devices, mobile medical devices and even inf
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Razzaq, Leena. "Investigating Learning in an Intelligent Tutoring System through Randomized Controlled Experiments." Digital WPI, 2009. https://digitalcommons.wpi.edu/etd-dissertations/370.

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"In the United States, many students are doing poorly on new high-stakes standards-based tests that are required by the No Child Left Behind Act of 2002. Teachers are expected to cover more material to address all of the topics covered in standardized tests, and instructional time is more precious than ever. Educators want to know that the interventions that they are using in their classrooms are effective for students of varying abilities. Many educational technologies rely on tutored problem solving, which requires students to work through problems step-by-step while the system provides hi
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Mojadadi, Abdul Rahman. "The influence of interfaces on the understanding of Mathematics in secondary schools in Afghanistan." Thesis, University of the Western Cape, 2010. http://etd.uwc.ac.za/index.php?module=etd&action=viewtitle&id=gen8Srv25Nme4_9996_1306737536.

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<p>he focus of this research is to establish whether there is a difference in the way the genders perceive the visualization of mathematics, with specific reference to set theory. The influence of the computing experience of students on their perceptions was also investigated. Interfaces were created for the teaching of set theory for learners in the first class of secondary school. Since the mother tongue of most the pupils is Dari the interface was made available in both Dari and English. The interfaces were used to gather the data for the researc</p>
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Lefèvre, Marie. "Processus unifié pour la personnalisation des activités pédagogiques : méta-modèle, modèles et outils." Phd thesis, Université Claude Bernard - Lyon I, 2009. http://tel.archives-ouvertes.fr/tel-00625465.

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Cette thèse en informatique se situe dans le domaine des Environnements Informatiques pour l'Apprentissage Humain (EIAH). Dans ce cadre, nous avons abordé la question de la personnalisation de l'apprentissage. Nos travaux de recherche consistaient à identifier un processus qui permette à la fois de personnaliser des séances de travail sur papier et des séances de travail sur des logiciels pédagogiques. Nous souhaitions que ce processus permette de prendre en compte les spécificités de chaque apprenant en s'appuyant sur son profil, mais qu'il prenne également en compte les buts et les habitudes
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Ringard, Jeremy. "Un modèle de conception dédié à l'interaction collaborative colocalisée." Phd thesis, Université des Sciences et Technologie de Lille - Lille I, 2011. http://tel.archives-ouvertes.fr/tel-00645026.

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De nos jours, la réalisation d'un projet de grande ampleur implique toujours une notion de travail d'équipe. Depuis plusieurs années, nous assistons donc à une demande croissante en termes d'outils informatiques pour assister les activités collaboratives. Les solutions les plus abouties à ce jour sont les environnements virtuels collaboratifs (CVE). L'utilisation de ces outils reste cependant marginale en raison de la dimension " distante " de la collaboration qu'ils proposent : en situation réelle, les participants sont, dans la plupart des cas, situés au même endroit. Cette situation porte l
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Black, Kevin P. "Interactive Machine Assistance: A Case Study in Linking Corpora and Dictionaries." BYU ScholarsArchive, 2015. https://scholarsarchive.byu.edu/etd/5620.

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Machine learning can provide assistance to humans in making decisions, including linguistic decisions such as determining the part of speech of a word. Supervised machine learning methods derive patterns indicative of possible labels (decisions) from annotated example data. For many problems, including most language analysis problems, acquiring annotated data requires human annotators who are trained to understand the problem and to disambiguate among multiple possible labels. Hence, the availability of experts can limit the scope and quantity of annotated data. Machine-learned pre-annotation
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Belda, Francisco Rolfsen. "Um modelo estrutural de conteúdos educativos para televisão digital interativa." Universidade de São Paulo, 2009. http://www.teses.usp.br/teses/disponiveis/18/18140/tde-08122009-080732/.

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O trabalho propõe um modelo de estrutura de conteúdos educativos para programas interativos de televisão digital. Seu propósito é fornecer referências para processos colaborativos de produção e organização de conteúdo em redes de aprendizagem coligadas a emissoras de televisão educativa e universitária. A elaboração do modelo teve por base uma revisão bibliográfica de teorias, conceitos e práticas, bem como uma pesquisa-ação com grupos de ensino médio e superior. Sua concepção toma como hipótese a carência de modelos de referência nessa área e contempla a coexistência de aspectos formais e inf
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Silva, Márcia Roberta dos Santos Pires da. "iCOMB: estudo e reprojeto participativo para redefinição de um sistema para ensino-aprendizagem de combinatória." Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/45/45134/tde-05042016-155031/.

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Os atuais avanços na área das Tecnologias da Informação e da Comunicação (TIC) estão mudando a Educação, com a disponibilização de sistemas educativos para apoiar as atividades no processo de ensino e de aprendizagem. Embora o tópico de combinatória seja relevante para o ensino médio e para os cursos de Ciências Exatas, este tópico tem sido desconsiderado nos avanços da Informática na Educação, principalmente ao se considerar o uso de ambientes de aprendizagem via Web. Atualmente, o iComb é, no melhor de nosso conhecimento, o único sistema Web integrável a tais ambientes. Ele é um Módulo de A
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Squires, David John. "A comparison of learner and designer models in the use of direct manipulation educational software in the context of learning about interacting variables in photosynthesis." Thesis, King's College London (University of London), 1994. https://kclpure.kcl.ac.uk/portal/en/theses/a-comparison-of-learner-and-designer-models-in-the-use-of-direct-manipulation-educational-software-in-the-context-of-learning-about-interacting-variables-in-photosynthesis(f4e4b2a3-5281-42cd-a6a1-1d018d9ffc9c).html.

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Ngandeu, Joseph blaise. "Apprentissage du français dans une université anglophone au Cameroun : de l’expérience du quasi-synchrone à un nouveau modèle d’intégration des TIC." Thesis, Clermont-Ferrand 2, 2015. http://www.theses.fr/2015CLF20023/document.

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Les Technologies de l’Information et de la Communication (TIC) font désormais partie du paysage de nombreux établissements d’enseignement supérieur, secondaire et même primaire en Afrique. Les avantages pour l’Institution, l’enseignant et l’apprenant sont avérés (Mvoto Meyong, 2010). Cependant les expériences, à l’échelle des établissements de formation, sont encore peu nombreuses et peu concluantes. Cette thèse porte sur l’intégration des TIC dans un cours de français pour anglophones à l’université de Buéa au Cameroun. Le cours traditionnel, dans sa version uniquement présentiel en classe, s
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Zhang, Zhao. "Learning Path Recommendation : A Sequential Decision Process." Electronic Thesis or Diss., Université de Lorraine, 2022. http://www.theses.fr/2022LORR0108.

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Au cours des deux dernières décennies, nous avons assisté à une adoption croissante du numérique dans le domaine de l'education. Cela est accompagné par un accroissement du nombre de ressources pédagogiques accessibles par les apprenants. Par conséquent, des systèmes de recommandation deviennent nécessaires pour aider les apprenants à trouver des ressources qui leur sont utiles. En particulier, cela inclut les systèmes de recommandation de parcours d'apprentissage qui visent par exemple à améliorer l'expérience d'apprentissage des apprenants, et notamment leur niveau de connaissance. Dans ce c
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Fathi, Alireza. "Learning descriptive models of objects and activities from egocentric video." Diss., Georgia Institute of Technology, 2013. http://hdl.handle.net/1853/48738.

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Recent advances in camera technology have made it possible to build a comfortable, wearable system which can capture the scene in front of the user throughout the day. Products based on this technology, such as GoPro and Google Glass, have generated substantial interest. In this thesis, I present my work on egocentric vision, which leverages wearable camera technology and provides a new line of attack on classical computer vision problems such as object categorization and activity recognition. The dominant paradigm for object and activity recognition over the last decade has been based on usi
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Wikström, Daniel. "Knowledge Transfer between User Interfaces : Exploring mental model influence in learning new UI - A case study at Skatteverket." Thesis, Umeå universitet, Institutionen för datavetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-136836.

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The phenomenon of mental models has long been studied in both cognitive science and HCI, yet their impact in knowledge transfer between user interfaces are not as commonly studied. Rarely are practical examples of this phenomenon studied from an academic perspective. Using a real world example, Skatteverket’s (Swedish tax authorities) information system Basregister, this case study seeks to explore the role of mental models in knowledge transfer between user interfaces. Method of investigation entailed utilizing two design iterations, three interview phases, and five participants employed at S
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Mbatchou, Nkwetchoua Guy Merlin. "Vers un modèle d'accompagnement de l'apprentissage dans les Learning Management Systems : une approche basée sur la modélisation multi-scénarios d'un cours et la co-construction du scénario par les apprenants." Electronic Thesis or Diss., Sorbonne université, 2019. https://accesdistant.sorbonne-universite.fr/login?url=https://theses-intra.sorbonne-universite.fr/2019SORUS257.pdf.

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Cette thèse contribue à l'accompagnement de l'apprentissage dans des EIAH dans le but d’améliorer le processus d'apprentissage. Dans un contexte où nous ne disposons pas des profils, comment accompagner en adaptant l’apprentissage ? Nous optons pour un apprentissage dirigé par l’apprenant sous les contraintes définies par l'enseignant. Nous avons élaboré un modèle de conception multi-scénarios du cours à destination des enseignants inspiré de la Competence-based Knowledge Space Theory à laquelle 3 extensions (activités à objectifs multiples, contraintes temporelles et seuils de satisfaction) s
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Mamessier, Sebastien. "A computational approach to situation awareness and mental models in aviation." Thesis, Georgia Institute of Technology, 2013. http://hdl.handle.net/1853/49119.

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Although most modern, highly-computerized flight decks are known to be robust to small disturbances and failures, humans still play a crucial role in advanced decision making in off-nominal situations, and accidents still occur because of poor human-automation interaction. In addition to the physical state of the environment, operators now have to extend their awareness to the state of the automated flight systems. To guarantee the accuracy of this knowledge, humans need to know the dynamics or approximate versions of the dynamics that rule the automation. The operator's situation awareness ca
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Pérez, Rosillo Taïma Del Carmen. "Un modèle dédié à la conception et l’analyse de ressources numériques visant leur appropriation par les élèves." Thesis, Lyon, 2017. http://www.theses.fr/2017LYSEN016/document.

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Au sein du projet Tactiléo, nous considérons que l’appropriation d’une ressource numérique peut être évaluée sachant que « conception » et « usage » sont des processus itératifs. Nous proposons un modèle de conception et analyse d’usages de ressources numériques basé sur trois axes théoriques : la Théorie des Situations Didactiques (Brousseau, 1998) La Théorie de la Genèse Instrumentale (Rabardel, 1995) Et la Théorie de l’Activité (Leontiev, 1978 ; Vygotsky, 1978 ; Amigues, 2013). Nous avons construit une méthodologie pour évaluer l’appropriation de ressources numériques nous interrogeant : co
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Iftikhar, Naima. "A model for contemporary learning of architectural design in Australia." Thesis, Queensland University of Technology, 2020. https://eprints.qut.edu.au/180912/1/Naima_Iftikhar_Thesis.pdf.

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This research identifies essential knowledge for effective learning and teaching of subject-situated architectural design in Australia. It has resulted in a learning and teaching model called the 'Model for contemporary learning of architectural design in Australia' that illustrates the contemporary shift in the signature studio pedagogy. The model informs the basis on how students, tutors and unit coordinators perceive their roles to interact with each other in face to face design lectures and design studio tutorials for effective design learning by students. This model is applicable in the f
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Hugues, Louis. "Apprentissage de comportements pour un robot autonome." Paris 6, 2002. http://www.theses.fr/2002PA066414.

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Mihoub, Alaeddine. "Apprentissage statistique de modèles de comportement multimodal pour les agents conversationnels interactifs." Thesis, Université Grenoble Alpes (ComUE), 2015. http://www.theses.fr/2015GREAT079/document.

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L'interaction face-à-face représente une des formes les plus fondamentales de la communication humaine. C'est un système dynamique multimodal et couplé – impliquant non seulement la parole mais de nombreux segments du corps dont le regard, l'orientation de la tête, du buste et du corps, les gestes faciaux et brachio-manuels, etc – d'une grande complexité. La compréhension et la modélisation de ce type de communication est une étape cruciale dans le processus de la conception des agents interactifs capables d'engager des conversations crédibles avec des partenaires humains. Concrètement, un mod
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Zhang, Bingxue. "Design and implementation of WoBaLearn - a work-based context-aware mobile learning system." Thesis, Ecully, Ecole centrale de Lyon, 2014. http://www.theses.fr/2014ECDL0032/document.

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Un intérêt accru a été élevé sur les systèmes d'apprentissage mobiles contextualisé. Ces systèmes visent à fournir les supports d'apprentissage via des appareils mobiles et de les adapter aux besoins spécifiques de l'éducation, les caractéristiques personnelles et les circonstances particulières d'un apprenant ou un groupe d'apprenants interconnectés. L'apprentissage en milieu de travail est une approche essentielle pour promouvoir l'efficacité de travail et d'apprentissage des professionnels. Il est besoin ciblé, personnalisé, juste-à-temps et basé sur la localisation. Ces caractéristiques pr
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González, Luisa Aleyda Garcia. "Um modelo conceitual para aprendizagem colaborativa baseada na execução de projetos pela Web." Universidade de São Paulo, 2005. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-16022006-074253/.

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O ensino da Engenharia por meios eletrônicos de aprendizagem demanda a implementação de métodos práticos que facilitem ao aluno aprender conteúdos do tipo procedimentos e atitudes, por meio da ação, da interação dos participantes, e da integração de conhecimentos de diferentes áreas. Esta aprendizagem só pode ser efetiva em contextos significativos e a partir de situações específicas, que são estimulados com a utilização do método de projeto. A eficácia deste método é alcançada quando utilizado em grupos, onde um membro aprende na integração com outro, compartilhando recursos e conhecimentos,
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Junuthula, Ruthwik Reddy. "Modeling, Evaluation and Analysis of Dynamic Networks for Social Network Analysis." University of Toledo / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1544819215833249.

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Beggiato, Matthias. "Changes in motivational and higher level cognitive processes when interacting with in-vehicle automation." Doctoral thesis, Universitätsbibliothek Chemnitz, 2015. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-167333.

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Many functions that at one time could only be performed by humans can nowadays be carried out by machines. Automation impacts many areas of life including work, home, communication and mobility. In the driving context, in-vehicle automation is considered to provide solutions for environmental, economic, safety and societal challenges. However, automation changes the driving task and the human-machine interaction. Thus, the expected benefit of in-vehicle automation can be undermined by changes in drivers’ behaviour, i.e. behavioural adaptation. This PhD project focuses on motivational as well a
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Pinheiro, Adalberto Vitor Raiol. "Contribuições dos jogos teatrais para o ensino de língua estrangeira (italiano)." Universidade de São Paulo, 2014. http://www.teses.usp.br/teses/disponiveis/8/8148/tde-06112014-161616/.

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A presente dissertação tem como objetivo propor uma reflexão sobre as contribuições que a prática de jogos teatrais pode trazer para o aprendizado de língua estrangeira (italiano). A hipótese de nossa pesquisa é que a realização de jogos teatrais a partir de modelos de ação (KOUDELA, 1991, 1996), práticas muito comuns à pedagogia do teatro, possa criar novas oportunidades/situações de aprendizagem e potencializar o processo de ensino-aprendizagem de línguas na perspectiva da abordagem comunicativa. Para isso, utilizamos como base as fichas de jogos propostos por Spolin (2001), as quais foram a
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Berthoud, Françoise. "Les pratiques tutorales dans un campus numérique : constructions sociales singulières." Thesis, Lyon 2, 2012. http://www.theses.fr/2012LYO20045/document.

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Cette thèse s’intéresse à la construction des pratiques tutorales dans le cadre d’une formation ouverte et à distance au sein de Campus Numériques français. L’hypothèse centrale de ce travail est que, malgré de nombreuses contraintes, les tuteurs à distance, en grande majorité, poursuivent cette activité. L’auteur commence par mettre en lumière, par le biais d’une trentaine d’ entretiens semi-directifs, les représentations des tuteurs concernant leur activité : quelles ressources et quels liens entrent dans la construction de leurs pratiques. C’est grâce au « modèle-service » quadripolaire que
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Chau, Dueng Horng. "Data Mining Meets HCI: Making Sense of Large Graphs." Research Showcase @ CMU, 2012. http://repository.cmu.edu/dissertations/94.

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We have entered the age of big data. Massive datasets are now common in science, government and enterprises. Yet, making sense of these data remains a fundamental challenge. Where do we start our analysis? Where to go next? How to visualize our findings? We answers these questions by bridging Data Mining and Human- Computer Interaction (HCI) to create tools for making sense of graphs with billions of nodes and edges, focusing on: (1) Attention Routing: we introduce this idea, based on anomaly detection, that automatically draws people’s attention to interesting areas of the graph to start thei
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Guillaumin, Matthieu. "Données multimodales pour l'analyse d'image." Phd thesis, Grenoble, 2010. http://www.theses.fr/2010GRENM048.

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La présente thèse s'intéresse à l'utilisation de méta-données textuelles pour l'analyse d'image. Nous cherchons à utiliser ces informations additionelles comme supervision faible pour l'apprentissage de modèles de reconnaissance visuelle. Nous avons observé un récent et grandissant intérêt pour les méthodes capables d'exploiter ce type de données car celles-ci peuvent potentiellement supprimer le besoin d'annotations manuelles, qui sont coûteuses en temps et en ressources. Nous concentrons nos efforts sur deux types de données visuelles associées à des informations textuelles. Tout d'abord, no
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Guillaumin, Matthieu. "Données multimodales pour l'analyse d'image." Phd thesis, Grenoble, 2010. http://tel.archives-ouvertes.fr/tel-00522278/en/.

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La présente thèse s'intéresse à l'utilisation de méta-données textuelles pour l'analyse d'image. Nous cherchons à utiliser ces informations additionelles comme supervision faible pour l'apprentissage de modèles de reconnaissance visuelle. Nous avons observé un récent et grandissant intérêt pour les méthodes capables d'exploiter ce type de données car celles-ci peuvent potentiellement supprimer le besoin d'annotations manuelles, qui sont coûteuses en temps et en ressources. Nous concentrons nos efforts sur deux types de données visuelles associées à des informations textuelles. Tout d'abord, no
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Anakok, Emre. "Prise en compte des effets d'échantillonnage pour la détection de structure des réseaux écologiques." Electronic Thesis or Diss., université Paris-Saclay, 2024. http://www.theses.fr/2024UPASM049.

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Dans cette thèse, nous nous intéressons aux biais que peut causer l'échantillonnage sur l'estimation des modèles statistiques et des métriques décrivant les réseaux d'interactions écologiques. D'abord, nous proposons de combiner un modèle d'observation qui traite des efforts d'échantillonnage et un modèle à blocs stochastiques représentant la structure des interactions possibles. L'identifiabilité du modèle est démontrée et un algorithme est proposé pour estimer ses paramètres. La pertinence et l'intérêt pratique de ce modèle sont confirmés par un grand ensemble de données de réseaux plantes-p
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Gaspar, Andrea Marques. "'Where does the new come from?' : an ethnography of design performances of 'the new'." Thesis, University of Manchester, 2013. https://www.research.manchester.ac.uk/portal/en/theses/where-does-the-new-come-from-an-ethnography-of-design-performances-of-the-new(cd77bec4-ba9b-48ed-b2c4-f53ed0eb7e03).html.

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The core concern of my thesis is with shifting the focus from the description on how innovation is done (predominantly STS accounts of innovation in-the-making) to what designers do with conceptions of innovation. The thesis is based on ethnographic fieldwork within a group of interaction designers of Milan. Despite the different conceptions and traditions of innovation that these designers bring in – the artistic and technological ones – I observed that a design-centered conception of innovation is reproduced, as well as the idea that plans and intentions precede things. However, another key
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Boubehziz, Toufik. "Simulation en quasi temps réel d’une capsule sous écoulement grâce à des Modèles d’Ordre Réduit." Thesis, Compiègne, 2022. http://www.theses.fr/2022COMP2678.

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La déformation d’une capsule en écoulement dans un canal micro-fluidique est un problème compliqué à simuler numériquement. Nous proposons deux modèles innovants de pilotage de données d’ordre réduit pour simuler le problème spatio-temporel à partir d’une base de données collectée des simulations réalisées avec un modèle d’ordre élevé. L’objectif est de remplacer le modèle numérique haute-fidélité existant par un modèle d’ordre réduit capable de simuler l’évolution de déformation des capsules en écoulement à faible cout en temps et en calcul. Le premier modèle consiste à construire à partir d’
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Wåhlin, Peter. "Enhanching the Human-Team Awareness of a Robot." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-16371.

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The use of autonomous robots in our society is increasing every day and a robot is no longer seen as a tool but as a team member. The robots are now working side by side with us and provide assistance during dangerous operations where humans otherwise are at risk. This development has in turn increased the need of robots with more human-awareness. Therefore, this master thesis aims at contributing to the enhancement of human-aware robotics. Specifically, we are investigating the possibilities of equipping autonomous robots with the capability of assessing and detecting activities in human team
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