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Dissertations / Theses on the topic 'Interactive learning tools'

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1

Parikh, Neena (Neena S. ). "Interactive tools for fantasy football analytics and predictions using machine learning." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/100687.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2015.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 83-84).<br>The focus of this project is multifaceted: we aim to construct robust predictive models to project the performance of individual football players, and we plan to integrate these projections into a web-based application for in-depth fantasy football analytics. Most existing statistical tools for the NFL are limited to the use of macro-level data; this research looks to explore st
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Williams, Douglas Charles. "Hypermedia-supported authentic learning environments (HALE) : examination of tools and features which can support student learning /." Digital version accessible at:, 1999. http://wwwlib.umi.com/cr/utexas/main.

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Habis, Antoine Aurélien. "Developing interactive artificial intelligence tools to assist pathologists with histology annotation." Electronic Thesis or Diss., Institut polytechnique de Paris, 2024. http://www.theses.fr/2024IPPAT022.

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L'histopathologie et l'analyse des lames de microscope numérisées (WSI) représente un domaine très pertinent de la médecine puisque une biopsie peut dévoiler de nombreuses maladies parfois difficiles ou impossibles à diagnostiquer à l'œil nu ou avec d'autres techniques d'imagerie. Avec l'avènement de l'apprentissage profond, qui nécessite un grand nombre d'images annotées pour être efficace, la nécessité d'obtenir rapidement des annotations de qualité est devenue évidente. L'objectif de cette thèse est de développer des algorithmes d'intelligence artificielle pour des annotations et des correc
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Knutsson, Ola. "Developing and Evaluating Language Tools for Writers and Learners of Swedish." Doctoral thesis, Stockholm : KTH, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-442.

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Bibyk, Vitalii Volodymyrovych, Виталий Владимирович Бибик, Віталій Володимирович Бібик, Ihor Oleksandrovych Shpetnyi, Игорь Александрович Шпетный та Ігор Олександрович Шпетний. "Використання інтерактивних тренажерів та віртуальних засобів навчання у методиці викладання дисципліни "Вакуумна техніка"". Thesis, Видавництво СумДУ, 2010. http://essuir.sumdu.edu.ua/handle/123456789/4295.

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Некрашевич, С. П. "Розробка інтерактивних засобів навчання та контролю знань на основі електронних книг". Thesis, Сумський державний університет, 2013. http://essuir.sumdu.edu.ua/handle/123456789/31683.

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Електронні книги ― клас спеціалізованих мобільних пристроїв, які мають високу автономність, ергономіку, відсутність зайвих апаратних і програмних можливостей і достатньо низьку ціну. При цитуванні документа, використовуйте посилання http://essuir.sumdu.edu.ua/handle/123456789/31683<br>A novel approach to use e-book readers for purposes of interactive education is introduced. To run educational software on the devices some adaptation of classical web application model is required and being described. A prototype of such application is designed and implemented. Its functionality, architecture an
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Rojas, Cisneros Katherine Xiomara. "Elementos interactivos y audiovisuales como herramientas de aprendizaje para comunicadores audiovisuales en la plataforma educativa crehana." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/656232.

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La presente investigación estudia el aprendizaje a través del material audiovisual e interactivo de la plataforma de aprendizaje virtual “Crehana”, una comunidad educativa dirigida a profesionales e interesados en la industria creativa formada en el 2015, con la finalidad de analizar su rol pedagógico para el logro de diferentes objetivos de aprendizaje en la rama audiovisual desde la perspectiva del modelo VAK (Visual, Auditory, Kinesthetic). Éste último se considera importante debido a su enfoque pedagógico, la presentación de tres tipos de aprendizaje (visual, auditivo y kinestésico), y las
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Ficheman, Irene Karaguilla. "Ecossistemas digitais de aprendizagem: autoria, colaboração, imersão e mobilidade." Universidade de São Paulo, 2008. http://www.teses.usp.br/teses/disponiveis/3/3142/tde-02022009-164226/.

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A rápida evolução e a ampla disseminação de tecnologias digitais estão mudando o contexto e o perfil dos aprendizes que hoje circulam naturalmente entre espaços físicos, espaços virtuais e espaços sociais diferentes, aprendendo em contextos formais e informais. Paradigmas educacionais atuais defendem a aprendizagem centrada no aprendiz que constrói seu conhecimento ao criar e desenvolver projetos, ao interagir com os objetos de estudo, com seus pares, com seus professores e mentores. A análise de requisitos etapa fundamental do desenvolvimento de uma ferramenta digital - concentra-se essencia
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Hart, Francine. "An Elementary Teacher’s Feelings of Self-Efficacy, Needs, and Pedagogical Strategies When Learning to Use the Interactive Whiteboard to Teach Science." Thesis, Université d'Ottawa / University of Ottawa, 2014. http://hdl.handle.net/10393/31218.

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Studies have shown elementary teachers may not be well prepared to use technology in their classrooms. This study examines one elementary teacher’s feelings of technology self-efficacy (TSE), needs and pedagogical strategies when using the interactive whiteboard (IWB) to teach elementary science. It employed a single case study design, where the researcher and participant worked together during supportive professional development (PD) sessions. Data sources are twelve PD sessions, the Computer Technology Integration Survey (adapted for IWB use in the classroom), and two interviews, three in-cl
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Terrematte, Patrick Cesar Alves. "A integra??o do tutorial interativo TryLogic via IMS Learning Tools Interoperability: construindo uma infraestrutura para o ensino de L?gica atrav?s de estrat?gias de demonstra??o e refuta??o." Universidade Federal do Rio Grande do Norte, 2013. http://repositorio.ufrn.br:8080/jspui/handle/123456789/18685.

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Made available in DSpace on 2015-03-03T15:47:47Z (GMT). No. of bitstreams: 1 PatrickCAT_DISSERT.pdf: 4794202 bytes, checksum: 05088b21ff2be2b3c2ccec958e7e6b62 (MD5) Previous issue date: 2013-06-03<br>Logic courses represent a pedagogical challenge and the recorded number of cases of failures and of discontinuity in them is often high. Amont other difficulties, students face a cognitive overload to understand logical concepts in a relevant way. On that track, computational tools for learning are resources that help both in alleviating the cognitive overload scenarios and in allowing for
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Bussa, Naga Raju. "WVU - interactive web based distance learning tool." Morgantown, W. Va. : [West Virginia University Libraries], 1999. http://etd.wvu.edu/templates/showETD.cfm?recnum=1116.

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Thesis (M.S.)--West Virginia University, 1999.<br>Title from document title page. Document formatted into pages; contains v, 245 p. : ill. (some col.). Includes abstract. Includes bibliographical references (p. 114-115).
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Hegemann, Lena. "Reciprocal Explanations : An Explanation Technique for Human-AI Partnership in Design Ideation." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-281339.

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Advancements in creative artificial intelligence (AI) are leading to systems that can actively work together with designers in tasks such as ideation, i.e. the creation, development, and communication of ideas. In human group work, making suggestions and explaining the reasoning behind them as well as comprehending other group member’s explanations aids reflection, trust, alignment of goals and inspiration through diverse perspectives. Despite their ability to inspire through independent suggestions, state-of-the-art creative AI systems do not leverage these advantages of group work due to mis
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Rogalli, Moritz. "mJeliot : An interactive smartphone-based learning tool for programming lectures." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-181172.

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Many students struggle when learning how to program. Research shows that lab sessions where students collaboratively solve assignments can improve the novices' learning outcome. Using algorithm visualization to make abstract concepts behind computer programs more visible and to help students explore dynamic algorithmic behaviour have also proven to be a valueable learning aid when students can interact with and influence the visualization. However, many programming courses consist of frontal lectures which do not allow students to actively interact and engage with an algorithm or its visualiza
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Johansson, Emil. "Interactive Web-based Visualization Tool to Support Inquiry-based Science Learning." Thesis, Linnaeus University, School of Computer Science, Physics and Mathematics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-6450.

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<p>This thesis introduces the idea of an interactive web-based visualization tool to support inquiry-based science learning. The problem that occurs when the teachers and students are discussing the collected data is that they are lacking a tool to display such large quantities of data. It is often hard to fully understand such data. This education tool makes use of different visualization approaches in order to support students while getting insights from their collected data. In this thesis I proposed and implemented an interactive web-based visualization tool that was used at a prototype le
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Aljundi, Liam. "Moving Mathematics : Exploring constructivist tools to enhance mathematics learning." Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-42981.

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The challenges faced by mathematics education reflect the more immense difficulties of the schooling system as a whole. This thesis investigates such challenges in the light of an ethical learning foundation and aims for a transformation through the use of technologies as learning tools.  Interaction design methods are used to craft constructivist learning kits that aim to move mathematics students from passive receivers of knowledge to active learners. The proposed tools modify new technologies by adapting them to teachers’ and learners’ needs to be best suited for mathematics classroom adopt
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Henry, Kirk. "Students' Perceptions of Collaboration Tools in a Higher Education Online Collaborative Learning Environment." Doctoral diss., University of Central Florida, 2010. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3544.

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Higher education funding and student behavior has been changing rapidly (Dervarics,2008). Because of this, there has been an increased focus on the use of alternative tools for course delivery. One of the emerging areas of focus has been an increased interest in the use of communication and information technologies (Curtis & Lawson, 2001). Currently, there are a wide variety of flexible delivery methods that have been used as well as their associated tools. Naturally, questions have been raised about the efficacy of these tools on the quality of student-student, student-teacher, and student-co
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Nakamura, Christopher Matthew. "The pathway active learning environment: an interactive web-based tool for physics education." Diss., Kansas State University, 2012. http://hdl.handle.net/2097/13796.

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Doctor of Philosophy<br>Department of Curriculum and Instruction<br>Dean A. Zollman<br>The work described here represents an effort to design, construct, and test an interactive online multimedia learning environment that can provide physics instruction to students in their homes. The system was designed with one-on-one human tutoring in mind as the mode of instruction. The system uses an original combination of a video-based tutor that incorporates natural language processing video-centered lessons and additional illustrative multimedia. Our Synthetic Interview (SI) tutor provides pre-recorde
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Meenakshi, Renganathan Siva. "An Interactive Learning Tool for Early Algebra Education: Design, Implementation, Evaluation and Deployment." The Ohio State University, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=osu1492659130106009.

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Pedersen, Susan Jane. "Cognitive modeling during problem-based learning : the effects of a hypermedia expert tool /." Digital version accessible at:, 2000. http://wwwlib.umi.com/cr/utexas/main.

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Glore, Nolan David. "Virtual Clicker - A Tool for Classroom Interaction and Assessment." Thesis, Virginia Tech, 2011. http://hdl.handle.net/10919/36054.

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Actively engaging students in the classroom and promoting their interaction, both amongst themselves and with the instructor, is an important aspect to student learning. Research has demonstrated that student learning improves when instructors make use of pedagogical techniques which promote active learning. Equally important is instructor feedback from activities such as in-class assessments. Studies have shown that when instructor feedback is given at the time a new topic is introduced, student performance is improved. The focus of this thesis is the creation of a software program, Virtual
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Camacho, Herrero Sonia. "Gamified Learning of Software Tool Functionality : Design and implementation of an interactive in-app learning interface for complex software." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-255004.

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Almost every application or platform that is developed nowadays includes a user onboarding experience. Onboarding is a process that starts the moment users enter an application and it aims to show the benefits of using the application, teach how the functionality works and motivate users to return. When the target application is considered a complex software, the teaching methodology needs to be carefully studied and designed. Through the example of a complex project management software, this master thesis aims to develop an in-app teaching interface that allows the users to understand the dif
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Ivanov, Nikola. "Participatory Design Approach to Teaching and Learning of School Mathematics." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22365.

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The thesis explores the possibilites of involving users – students and teachers – into the design process for an interactive textbook for assisting the teaching and learning of mathematics at a secondary school level. Involvement of students and teachers is executed with participatory design methodology for the purpose of infrastructuring between different actors – developers, designers, students and teachers, in order to suggest and emphasize novel, in terms of the market, ways for ideating, creating and evaluating concepts in the field of digital learning. The design process is executed with
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Eliasson, Johan. "Tools for Designing Mobile Interaction with the Physical Environment in Outdoor Lessons." Doctoral thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-93314.

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Mobile technologies are increasingly being used to support students in outdoor learning activities. For instance, in a growing number of research projects, smartphones and positioning technologies are being used to support students in exploring the natural environment. However, previous research has identified challenges with the introduction of mobile technology into outdoor lessons. One fundamental challenge is that interaction with mobile technology in outdoor lessons may distract students from interacting with the physical environment. In this thesis this challenge is approached from the p
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Collin, Sara, and Ingrid Möllerberg. "Designing an Interactive tool for Cluster Analysis of Clickstream Data." Thesis, Uppsala universitet, Avdelningen för visuell information och interaktion, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414237.

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The purpose of this study was to develop an interactive tool that enables identification of different types of users of an application based on clickstream data. A complex hierarchical clustering algorithm tool called Recursive Hierarchical Clustering (RHC) was used. RHC provides a visualisation of user types as clusters, where each cluster has its own distinguishing action pattern, i.e., one or several consecutive actions made by the user in the application. A case study was conducted on the mobile application Plick, which is an application for selling and buying second hand clothes. During t
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Schmidberger, Wolfgang. "Conceptual design, development and evaluation of an interactive exercise software tool for household technology courses in tertiary education." Aachen Shaker, 2009. http://d-nb.info/100104844X/04.

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Dubey, Anshul. "Search and Analysis of the Sequence Space of a Protein Using Computational Tools." Diss., Georgia Institute of Technology, 2006. http://hdl.handle.net/1853/14115.

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A new approach to the process of Directed Evolution is proposed, which utilizes different machine learning algorithms. Directed Evolution is a process of improving a protein for catalytic purposes by introducing random mutations in its sequence to create variants. Through these mutations, Directed Evolution explores the sequence space, which is defined as all the possible sequences for a given number of amino acids. Each variant sequence is divided into one of two classes, positive or negative, according to their activity or stability. By employing machine learning algorithms for feature selec
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Spies, Lucas Daniel. "Machine-Learning based tool to predict Tire Noise using both Tire and Pavement Parameters." Thesis, Virginia Tech, 2019. http://hdl.handle.net/10919/91407.

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Tire-Pavement Interaction Noise (TPIN) becomes the main noise source contributor for passenger vehicles traveling at speeds above 40 kph. Therefore, it represents one of the main contributors to noise environmental pollution in residential areas nearby highways. TPIN has been subject of exhaustive studies since the 1970s. Still, almost 50 years later, there is still not an accurate way to model it. This is a consequence of a large number of noise generation mechanisms involved in this phenomenon, and their high complexity nature. It is acknowledged that the main noise mechanisms involve tire v
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Westerlund, Robert. "A tool to facilitate interactive and collaborative learning of execution flow and code for novice computer science students." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-25590.

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Some students reading courses in introductory imperative programming at university level struggle with the course and the drop-out rates from the courses are rather high. One possible reason for this is that some find programming hard to learn. There are many tools which aim to help students learn programming by visualizing the state and execution of code. However, most, if not all, of these tools visualize only the current state of the program being visualized. The first and foremost result of this project is a look into a way to approach visualizing historic information about previous progra
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Vargas, Gonzalez Andres. "SketChart: A Pen-Based Tool for Chart Generation and Interaction." Master's thesis, University of Central Florida, 2014. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/6375.

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It has been shown that representing data with the right visualization increases the understanding of qualitative and quantitative information encoded in documents. However, current tools for generating such visualizations involve the use of traditional WIMP techniques, which perhaps makes free interaction and direct manipulation of the content harder. In this thesis, we present a pen-based prototype for data visualization using 10 different types of bar based charts. The prototype lets users sketch a chart and interact with the information once the drawing is identified. The prototype's user
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Jakob, Persson. "How to annotate in video for training machine learning with a good workflow." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-187078.

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Artificial intelligence and machine learning is used in a lot of different areas, one of those areas is image recognition. In the production of a TV-show or film, image recognition can be used to help the editors to find specific objects, scenes, or people in the video content, which speeds up the production. But image recognition is not working perfect all the time and can not be used in the production of a TV-show or film as it is intended to. Therefore the image recognition algorithms needs to be trained on large datasets to become better. But to create these datasets takes time and tools t
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Krachenfels, Jessica Tanya. "Interactive Science Notebooks: Exploring the Extent Which Integrating a New Learning Tool Supports Self-Efficacy in Expressing Science Content Knowledge and Interest in Pursuing a STEM Related Career." Diss., Virginia Tech, 2019. http://hdl.handle.net/10919/91185.

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Interactive science notebooks, used as a learning tool during science instruction, was found to have a positive influence on student self-efficacy in expressing science content knowledge and interest in pursuing a STEM-related career. This study, involving 25 participants, discusses the integration of interactive notebooks into two elementary school classrooms in a rural Kentucky community over 55 instructional days. Through an explanatory sequential multiple-method research design, a quantitative survey given at two intervals, pre and post study, and qualitative student interviews, data foun
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Karadag, Ayla. "Hur bidrar Ipad till samspel i förskolan?" Thesis, Södertörns högskola, Lärarutbildningen, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-25639.

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This is qualitative study of, four teacher´s views on the use of iPad in teaching and learning. In addition, I will examine the disadvantages and advantages of iPad use as a teaching tool in preschools. My questions are: What is the practical use of tablets in preschools today? Are preschool teachers using the tablet as a teaching tool? If so, how? Is the use of tablets in preschools contributing to children´s social interaction, as well as between children and teachers` social interaction? The purpose of this study was to find out how the four teachers uses the iPad as a teaching tool in the
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Gullström, Cecilia. "Pictionary Physics: En kvalitativ undersökning av ett didaktiskt verktyg i enlighet med The Scholarship of Teaching and Learning." Thesis, Uppsala universitet, Institutionen för fysik och astronomi, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-212721.

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Den här undersökningen inom fysikdidaktik utförs enligt ramverket The Scholarship of Teaching and Learning (SoTL). Det didaktiska verktyget som ska utvärderas benämns Pictionary Physics. Studien börjar med en litteraturöversikt av multipla representationer och interaktivt engagemang. Översikten syftar till att utforska hur lärandet kan möjliggöras vid användningen av det didaktiska verktyget. Pictionary Physics användes sedan för att främja en interaktiv användning av multipla representationer i en grupp bestående av fyra studenter. Studenternas agerande studerades och analyserades kvalitativt
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Jones-Ferguson, Natolyn. "Student and Faculty Perceptions: The Impact of Synchronous Online Software as an Interactive Tool in a Web-Based College Course." Thesis, NSUWorks, 2012. https://nsuworks.nova.edu/fse_etd/11.

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This applied dissertation was designed to provide current information for college administrators and instructors on the use of synchronous technology in online courses—a growing area in higher education. The focus of this analysis was on student and instructor perspectives regarding experiences with synchronous technology in the online classroom setting. The researcher used surveys and interviews to glean data related to accessibility and efficiency of online learning technology, communication; instructional content, information and strategies; aspects of instructional delivery; technical supp
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Elmahdi, Ismail Alam. "Computers as Roommates: The Ohio University Residence Hall Computer Project and the Lives of the First-Year Students." Ohio University / OhioLINK, 2003. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1080658294.

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Mann, Anne-Marie. "Child-centred technologies as learning tools within the primary classroom : exploring the role of tablets and the potential of digital pens in schools." Thesis, University of St Andrews, 2017. http://hdl.handle.net/10023/11012.

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This thesis provides insights into how technology can be and is used as child-centric learning tools within primary school classrooms. The conducted studies look closely at how tablet technology is integrated into the modern classroom, and considers how existing digital writing technologies could support handwriting-based learning exercises in future. This is achieved by conducting three in-the-wild studies, using different approaches, with a total of seventy-four children in school classrooms. In the first study, focus is placed on how tablets integrate into and with existing classroom practi
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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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Wiedmann, Michael [Verfasser], and Hans [Akademischer Betreuer] Spada. "Teacher’s professional vision of student interaction in collaborative learning settings: development and evaluation of an assessment tool = Professionelle Wahrnehmung von Schülerinteraktionen in kooperativen Lernsettings: Entwicklung und Evaluierung eines Messinstruments." Freiburg : Universität, 2015. http://d-nb.info/1119805554/34.

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Larsson, Johanna. "Multimodala texter : En intervjustudie med lärare och elever i årskurs 1-3." Thesis, Karlstads universitet, Institutionen för språk, litteratur och interkultur (from 2013), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-78140.

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Dagligen möter eleverna multimodala texter både i skolan och på fritiden. Digitaliseringen har medfört en förändring i hur texter läses och produceras. Dessutom bidrar digitaliseringen till både möjligheter och svårigheter för såväl lärare som elever. Syftet med den här studien är att ta reda på hur lärare och elever arbetar med multimodalt berättande texter i svenskundervisningen i årskurs 1-3 samt vilka möjligheter och svårigheter som finns i arbetet. Lärares och elevers syn på arbetet med multimodalt berättande texter kommer även att jämföras med varandra. Studien utgår från ett sociokultur
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Hamza, Amela. "STL- metoden- en social process som ökar motivationen hos elever i läs- och skrivsvårigheter : Några lärarens uppfattningar, strategier och förutsättningar för att arbeta med STL- metoden för elever i läs- och skrivsvårigheter." Thesis, Karlstads universitet, Fakulteten för humaniora och samhällsvetenskap (from 2013), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-67938.

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Syftet med studien är att undersöka några lärares uppfattningar, strategier och förutsättningar för att arbeta med STL- metoden för elever i läs- och skrivsvårigheter. Frågeställningarna som står i fokus är hur lärarna i studien uppfattar att metoden påverkar lärandet för elever i läs- och skrivsvårigheter, strategier och förutsättningar som krävs för att arbeta med metoden och anpassningar som behövs för att eleverna i läs- och skrivsvårigheter ska få ut det mesta av metoden. Studien bygger på fem semistrukturerade intervjuer med verksamma lärare i STL- metoden, skriva sig till lärande, med o
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Aferdita, Raçi. "Digitala verktyg i SFI-undervisningen i A-kurs : En studie om användningen och betydelsen av digitala verktyg i vuxna elevers språkinlärning." Thesis, Karlstads universitet, Fakulteten för humaniora och samhällsvetenskap (from 2013), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-78790.

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Syftet med denna studie är att undersöka vilka digitala verktyg som används i SFI-undervisningen av vuxna elever utan skolbakgrund och hur dessa verktyg används, vilka förmågor eleverna övar samt vilken betydelse digitala verktyg har i dessa elevers språkinlärning. För att undersöka det har jag använt mig av en metodkombination av strukturerade observationer i två A-grupper samt semistrukturerade intervjuer med två undervisande lärare i dessa grupper.  Studiens resultat visar att de digitala verktyg som används i A-kurs är Ipad och appar, Smart Notebook/Smartboard, Dator, Lunis och Powerpoint.
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Lachand-Pascal, Valentin. "Approche centrée activité pour la conception et l'orchestration d'activités numériques en classe." Thesis, Lyon, 2020. http://www.theses.fr/2020LYSEI089.

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La quantité et la variété des dispositifs numériques disponibles dans les établissements scolaires ne cessent d'augmenter. Cependant, les usages pédagogiques n'ont pas suivi cette évolution. La faible utilisation du numérique peut s'expliquer par la difficulté à créer des activités pédagogiques numériques. Nous proposons de combiner des concepts issus de travaux de recherche liés à la création et la conduite d'activités pédagogiques en classe, ainsi que des travaux liés à la conduite d'activités numériques d'une manière plus générale. Nous présentons les apports et les limites de ces deux cadr
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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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Grassin, Jean-Francois. "Affordances d'un réseau social pour une formation en Français Langue Etrangère : pratiques discursives, modes de participation et présence sociale en ligne." Thesis, Lyon 2, 2015. http://www.theses.fr/2015LYO20079/document.

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Cette recherche a pour objet les interactions en ligne sur un réseau social numérique dédié à l’enseignement / apprentissage du français langue étrangère (FLE) et s’interroge sur la façon dont l’espace en ligne s’intègre au dispositif de formation pour fournir des contextes nouveaux pour les interactions sociales et l’apprentissage de la langue. La recherche repose sur une analyse écologique d’usages dans un contexte universitaire homoglotte d’apprentissage de la langue et une analyse des discours des différents acteurs pour mettre au jour leurs perceptions du dispositif et de ses affordances
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McLucas, Alan Charles Civil Engineering Australian Defence Force Academy UNSW. "An investigation into the integration of qualitative and quantitative techniques for addressing systemic complexity in the context of organisational strategic decision-making." Awarded by:University of New South Wales - Australian Defence Force Academy. School of Civil Engineering, 2001. http://handle.unsw.edu.au/1959.4/38744.

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System dynamics modelling has been used for around 40 years to address complex, systemic, dynamic problems, those often described as wicked. But, system dynamics modelling is not an exact science and arguments about the most suitable techniques to use in which circumstances, continues. The nature of these wicked problems is investigated through a series of case studies where poor situational awareness among stakeholders was identified. This was found to be an underlying cause for management failure, suggesting need for better ways of recognising and managing wicked problem situations. Human co
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Van, Wyk Mari. "Using mobile phones as interactive learning tools." Thesis, 2012. http://encore.tut.ac.za/iii/cpro/DigitalItemViewPage.external?sp=1000438.

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Thesis (MTech. degree in Business Information Systems.)--Tshwane University of Technology, 2012.<br>This mini-dissertation describes opportunities to use mobile phones as interactive learning tools. Anecdotal evidence shows that almost all undergraduate students at the Tshwane University of Technology have mobile phones, while on the contrary, only a small percentage have access to a personal computer, let alone access to resources. Interaction between the lecturer and the students is low, communication after lecturing hours is difficult and access to additional or just-in-time learning materi
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Marchant, Gavin. "The design of an interactive tool to match technology with e-learning pedagogy." Thesis, 2014. http://hdl.handle.net/10210/10919.

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M.Ed. (Computer-Based Education)<br>Lifelong learning is the process by which individuals consciously acquire formal, non-formal or informal education throughout their life spans for personal development or career advancement (European Commission, 2001:9). It is an important element in facing the challenges of globalisation, competitiveness and employment and is being increasingly recognised by countries such as the United States and those comprising the European Union as a means of helping people to acquire the knowledge, competencies, skills and confidence they need in order to participate f
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Lee, Wen-Yi, and 李玟儀. "Electronic Trombone-An Interactive Tool to Promote Musical Learning and Performance Creativity for Children." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/84887687217730572030.

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碩士<br>國立中央大學<br>資訊工程研究所<br>99<br>Early exposure to music can help children promote their language development, enhance their creative ability, and improve their physical coordination capability. Therefore, a lot of musical toys (e.g., toy guitars, toy drums and percussion, toy keyboards and pianos, toy wind instruments, toy band sets) which can provide a good introduction to musical instruments and give children hours of entertainment are commercially available on the market. With modern electronics and software, the functionalities of music instrument toys can be improved. In this paper,
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Chou, Yu-Min, and 周育民. "Interactive Bomberman Game-Based Learning Tool for Programming Language–Take C Language as an Example." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/72365758029170648086.

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碩士<br>中華大學<br>資訊管理學系(所)<br>96<br>Digital game-based learning, motivates learners, is full of entertaining. Learners can practice and challenge themselves in an interactive game. In order to become formal tools in everyday learning process, we create an interactive Bomberman game-based learning tool which is included most concepts in C programming language. It brings modern education concept in concert with the classical learning and laboratory work. Learners can study the learning materials, read/write codes in C Language, solve problems with C Language to control the movement of the Bomberman
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