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Dissertations / Theses on the topic 'Learning by collaborative designing'

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1

Heslop, Philip. "Designing tabletop applications for collaboration in non-collaborative learning tasks in the classroom : learning persuasive writing." Thesis, University of Newcastle upon Tyne, 2015. http://hdl.handle.net/10443/3023.

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Learning in a face to face collaborative setting can have many benefits, such as leveraging differing peer proficiency to obtain an outcome not reachable by the individuals involved. Including expertise provided by teachers decreases this gap between potential and current ability, while also providing opportunity for the expert to impart timely and appropriate assistance to the learners. In the fields of Human Computer Interaction and Educational Technology, digital tabletops have come to the fore as a medium for facilitating small groups of collaborative learners, and suitable applications ca
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Bower, Matthew. "Designing for interactive and collaborative learning in a web-conferencing environment." Phd thesis, Australia : Macquarie University, 2008. http://hdl.handle.net/1959.14/26888.

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Thesis (PhD)--Macquarie University, Division of Information and Communication Sciences, Computing Department, 2008.<br>Bibliography: p. 503-514.<br>This study investigated learning design in a web-conferencing environment based on three semesters of lessons conducted as part of an introductory programming subject. As well as characterizing the nature of discourse and interaction, the study focused on how the design of the interface, activity and task type affected collaboration and learning. Engeström's (1987) Activity Theory based upon a socio-constructivist view of learning was used to fram
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Tong, Lili. "Designing and analyzing collaborative activities in multi-surface environments." Thesis, Lyon, 2017. http://www.theses.fr/2017LYSEI036/document.

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Les environnements multi-surfaces (MSE) combinent plusieurs surfaces dans une variété d'arrangements physiques pour former un espace d'information continu. Les grandes surfaces, telles que les tables et les écrans muraux, sont souvent utilisées comme espace partagé pour coordonner les efforts, et les périphériques portables, tels que les tablettes et les smartphones sont considérés comme des espaces personnels prenant en charge les tâches individuelles. Les MSE ont montré des avantages pour soutenir les activités co-implémentées, en particulier celles impliquant une exploration de données rich
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Chorost, Michael Murray. "Designing online environments to facilitate classroom management and student collaborative work /." Full text (PDF) from UMI/Dissertation Abstracts International, 2000. http://wwwlib.umi.com/cr/utexas/fullcit?p3004237.

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Usoof, Hakim. "Designing for eAssessment of higher order thinking : An undergraduate IT online distance education course in Sri Lanka." Doctoral thesis, Umeå universitet, Interaktiva medier och lärande (IML), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-57793.

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Distance education has seen rapid growth over the recent decades. The rapid development of Information Communication Technology [ICT] has been one of the main drivers of this growth in distance education. However, distance education and ICT themselves posts challenges to both students and educators alike. This thesis finds its basis in the problem of high failure rates and quality assurance issues in the Bachelor of Information Technology [BIT] distance degree programme conducted by the University of Colombo School of Computing in Sri Lanka. A Formative Assessment for Distance Education [FADE]
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Fraser, John. "Designing within a computer-mediated communication environment : three studies into the potential of online learning environments for collaborative design work in international educational contexts." Thesis, University College London (University of London), 2005. http://discovery.ucl.ac.uk/10020483/.

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Computer-mediated communication has become a common part of higher education and of designers' professional practice in the twenty-first century. This research sets out to investigate student-centred group enquiry-driven learning in a distributed environment. The aim is to examine how students and instructors interact in online learning environments in the conduct of online collaborative design work in international educational settings, and thus provide the basis for the identification of factors that contribute to successful online collaborative work in design education. Through the study of
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Kermish-Allen, Ruth. "Designing for Online Collaborations and Local Environmental Action In Citizen Science: A Multiple Case Study." Antioch University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1472205458.

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Campbell, Andrew, Jovin Hurry, and Maja Zidov. "Designing an Organisation to Activate Cross-sectoral Mass Collaboration Towards Sustainability." Thesis, Blekinge Tekniska Högskola, Sektionen för ingenjörsvetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2088.

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The purpose of this thesis is to design an organisation attempting to facilitate cross-sectoral, action-oriented collaboration to influence systemic change towards sustainability, and to create a Design Guide for achieving this objective. To answer this, we conducted a participatory action research with Smart Urbanism: London (SU:LDN) as a case study. This is a start-up organisation whose goal is to introduce the paradigm of complexity thinking to the planning, design and delivery of cities in order to create a new, responsive and sustainable urban fabric. They intend to faciitate a mass colla
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Spence, Natalie Ann. "Designing for Epistemic Agency: How university student groups create knowledge and what helps them do it." Thesis, The University of Sydney, 2020. https://hdl.handle.net/2123/22348.

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How do university students create knowledge together? Collaborative projects are part of most tertiary undergraduate programs but in-depth studies of student work outside classrooms are rare. My interest is in shared epistemic agency—how knowledge is collaboratively created. There is, naturally, a social aspect—dialogue, team roles and relationships. There is also materiality to collaboration; the objects that students create and use as thinking tools and to organise work. Sociomaterial theories of knowledge creation, putting shared objects at the centre of social learning, underpinned this st
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Bilandzic, Mark Vicko. "The embodied hybrid space : designing social and digital interventions to facilitate connected learning in coworking spaces." Thesis, Queensland University of Technology, 2013. https://eprints.qut.edu.au/62872/1/Mark_Vicko_Bilandzic_Thesis.pdf.

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This thesis developed and evaluated strategies for social and ubiquitous computing designs that can enhance connected learning and networking opportunities for users in coworking spaces. Based on a social and a technical design intervention deployed at the State Library of Queensland, the research findings illustrate the potential of combining social, spatial and digital affordances in order to nourish peer-to-peer learning, creativity, inspiration, and innovation. The study proposes a hybrid notion of placemaking as a new way of thinking about the design of coworking and interactive learning
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Marcu, Gabriela. "Designing for Collaborative Reflection." Research Showcase @ CMU, 2014. http://repository.cmu.edu/dissertations/400.

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A rise in chronic conditions has put a strain on our healthcare system. Treatment for chronic conditions spans time, agencies, and providers, making coordination a complex problem. Information systems such as electronic health records should be helping with the challenge of coordination, but research shows that often they do not. This thesis aims to alleviate this problem by examining the design of health information technology with an emphasis on social and organizational processes. The focus of this thesis is on the implications of continuous care over time: the shift from a single provider
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Zimmerman, Kristin Michelle. "Designing and prototyping networked collaborative play structures." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/98745.

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Thesis: S.B., Massachusetts Institute of Technology, Department of Mechanical Engineering, 2015.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (page 42).<br>Much of children's play time has shifted from outdoor activities to human-screen interactions on smart devices. While the digital world offers many creative play outlets that would be impossible in the physical world, the physical world has a wealth of hands-on learning and cooperative play opportunities that should not be overlooked. Networked Playscapes is a project which merges electronics with physical
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Fencott, Robin. "Computer musicking : designing for collaborative digital musical interaction." Thesis, Queen Mary, University of London, 2012. http://qmro.qmul.ac.uk/xmlui/handle/123456789/8487.

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This thesis is about the design of software which enables groups of people to make music together. Networked musical interaction has been an important aspect of Sound and Music Computing research since the early days, although collaborative music software has yet to gain mainstream popularity, and there is currently limited research on the design of such interfaces. This thesis draws on research from Computer Supported Cooperative Work (CSCW) to explore the design of systems for Collaborative Digital Musical Interaction (CDMI). A central focus of this research is the concept of Awareness: a pe
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Ayers, Abigail E. "The Collaborative Nature of Designing Narrative VR Applications." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1587130850965235.

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Sonalker, Anuja Anilkumar. "Designing robust collaborative services in distributed wireless networks." College Park, Md.: University of Maryland, 2007. http://hdl.handle.net/1903/7662.

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Thesis (Ph. D.) -- University of Maryland, College Park, 2007.<br>Thesis research directed by: Dept. of Electrical and Computer Engineering. Title from t.p. of PDF. Includes bibliographical references. Published by UMI Dissertation Services, Ann Arbor, Mich. Also available in paper.
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Rybing, Jonas. "Designing for Collaborative Turn-Taking at the Digital Tabletop." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-71604.

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Collaboration technologies are difficult to design due to the complex myr-iad of social, cognitive, and communicative aspects of group interactions. New interaction technologies like multitouch sharable interfaces, such asdigital tabletops, have lead to a renewed interest in designing collaborativetechnologies. This thesis focuses on turn-taking protocols as a coordinat-ing mechanism during collaborative work with digital tabletops. The goalwas to develop new conceptual designs and interactive mechanisms to sup-port face-to-face collaborations of small groups. Inspired by ethnographicalstudies
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Kvan, Thomas. "Designing together apart : computer supported collaborative design in architecture." Thesis, Open University, 1999. http://oro.open.ac.uk/57960/.

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The design of computer tools to assist in work has often attempted to replicate manual methods. This replication has been proven to fail in a diversity of fields such as business management, Computer-Aided Design (CAD) and Computer- Supported Collaborative Work (CSCW). To avoid such a failure being repeated in the field of Computer-Supported Collaborative Design (CSCD), this thesis explores the postulation that CSCD does not have to be supported by tools which replicate the face-to-face design context to support distal architectural design. The thesis closely examines the prevailing position t
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Wikberg-Nilsson, Åsa. "Rethinking designing : collaborative probing of work and workplace change." Doctoral thesis, Luleå tekniska universitet, Innovation och Design, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-25742.

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The objective of the research presented in this thesis was to explore human experiences as ground for work and workplace design. The aim was to develop pragmatic tools and guidelines for work and workplace design based on a reflective design tradition. The study was undertaken between 2008-2010 in a research project called the ‘Future Factory’, which can be characterized as an experiment in change-by-design. The project background was a number of reports on young people opting out of industrial work and women being in the minority within the Swedish industry sector. Therefore, in this project
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Kuadey, Noble. "Mobile Collaborative Learning System." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-11117.

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This project work is about mobile learning system that will enable people to learn and collaborate anywhere and at anytime. It is the continuation of the work carried out in autumn 2009, by Noble and Izaz.In this project work, a Mobile Collaborative Learning System (MCLS) prototype was designed and implemented. The project work has been carried out according to the design science research methodology. An evaluation of the usability of the prototype was conducted. Mobile Services Acceptance Model (MSAM) was used to analyze factors that are influential for user adoption of the prototype.The resu
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Dillenbourg, Pierre J. "Human-computer collaborative learning." Thesis, Lancaster University, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.387456.

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Kubica, Tommy. "Adaptable Collaborative Learning Environments." Technische Universität Dresden, 2018. https://tud.qucosa.de/id/qucosa%3A73177.

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Audience Response Systems (ARSs) provide a promising opportunity to address issues occurring in traditional higher education, e.g., the lack of interaction, by allowing students to participate anonymously in lectures using their mobile devices. This can promote the students' attention, increase the interaction between the lecturer and the students and foster active thinking during class. In order to choose an appropriate ARS, numerous surveys list and classify these systems according to different criteria, e.g., supported features and platforms. [From the introduction]
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Pietsch, James Roderick. "Collaborative learning in mathematics." Thesis, The University of Sydney, 2005. http://hdl.handle.net/2123/1088.

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This study looked at the implementation of a collaborative learning model at two schools in Sydney designed to realise the principles recommended by reform documents such as the Principles and Standards for School Mathematics (NCTM, 2000) and policy documents including Numeracy, A Priority for All (DETYA, 2000). A total of 158 year seven and year eight students ranging in age from 12 to 15 years old from two schools participated in the study. In all, seven classroom teachers participated in the study each completing two topics using the collaborative learning model. Four research questions w
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Pietsch, James Roderick. "Collaborative learning in mathematics." University of Sydney, 2005. http://hdl.handle.net/2123/1088.

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Doctor of Philosophy (PhD)<br>This study looked at the implementation of a collaborative learning model at two schools in Sydney designed to realise the principles recommended by reform documents such as the Principles and Standards for School Mathematics (NCTM, 2000) and policy documents including Numeracy, A Priority for All (DETYA, 2000). A total of 158 year seven and year eight students ranging in age from 12 to 15 years old from two schools participated in the study. In all, seven classroom teachers participated in the study each completing two topics using the collaborative learning mode
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Hall, Matthew. "Designing is learning| An investigation of designing multimodal texts." Thesis, New York University, 2013. http://pqdtopen.proquest.com/#viewpdf?dispub=3599872.

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<p> This qualitative study analyzed the meaning-making practices of urban adolescents participating in a college preparatory program featuring philosophical inquiry into cosmopolitanism and the creation of multimodal texts. In contrast to studies of composing that focus on individual outcomes, this dissertation traced group meaning making. The study was grounded in sociocultural perspectives that theorize literacy as diverse, socially constructed, meaning-making practices that emerge in particular cultural and social contexts, and include multiple modes of communication. Data included intervie
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Ляшенко, Ірина Володимирівна, Ирина Владимировна Ляшенко, and Iryna Volodymyrivna Liashenko. "Designing a blended learning course." Thesis, ФОП Цьома С.П, 2019. http://essuir.sumdu.edu.ua/handle/123456789/72752.

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Стаття розглядає види моделей змішаного навчання і іх застосування у процесі навчання.<br>Статья рассматривает виды моделей смешанного обучения и их применение в процессе обучения.<br>The article examines the types of models of mixed learning and their application in the learning process.
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Winkler, Pettersson Lars. "Collaborative Visualization : Designing and evaluating systems for co-located work." Doctoral thesis, Uppsala universitet, Avdelningen för människa-datorinteraktion, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-8405.

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This thesis investigates new ways of using information visualization to support collaboration in co-located work. To study this phenomenon, Multiple Viewer Display Environments (MVDEs) with independent views have been applied to present information such that all viewers at the same time and in the same display can see correct views of 3D models, see correctly oriented text and see different parts and aspects of information in each view. Several prototypes have been developed either as proof of new conceptual designs or to evaluate particular research questions. These prototypes have been used
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Pettersson, Lars Winkler. "Collaborative Visualization : Designing and evaluating systems for co-located work." Doctoral thesis, Uppsala : Acta Universitatis Upsaliensis Acta Universitatis Upsaliensis, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-8405.

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Kiddle, Rebecca. "Learning outside the box : designing social learning space." Thesis, Oxford Brookes University, 2011. https://radar.brookes.ac.uk/radar/items/f7b36f17-cf4f-4590-8dd7-e6df3ecfc1d2/1/.

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Social learning theory asserts that learning involves constructing knowledge through dialogue with others. Traditional learning spaces designed with didactic pedagogies in mind are often not flexible enough to cater to the range of social learning activities promoted by educationalists in classrooms today. This thesis investigates the interaction between social constructivist theories of learning and urban design, developing a body of social learning space design theory as well as space design principles which foster social learning in a university setting. The research uses an 'Enquiry by Des
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Kharrufa, Ahmed Sulaiman. "Digital tabletops and collaborative learning." Thesis, University of Newcastle Upon Tyne, 2010. http://hdl.handle.net/10443/911.

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People collaborate around tables at home, school and work. Digital tabletop technology presents an opportunity to bring computer support to these traditional face-to-face collaborative settings. This thesis principally addresses the challenge of designing digital tabletop applications for small group learning in the classroom and makes contributions in two distinct, but closely related areas: (i) interaction techniques for digital tabletops; and (ii) the design and evaluation of a digital tabletop-based system for supporting collaborative learning. A review of previous literature combined with
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AHMED, WAQAR. "Collaborative Learning in Computer Vision." Doctoral thesis, Università degli studi di Genova, 2022. http://hdl.handle.net/11567/1069010.

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The science of designing machines to extract meaningful information from digital images, videos, and other visual inputs is known as Computer Vision (CV). Deep learning algorithms cope CV problems by automatically learning task-specific features. Especially, Deep Neural Networks (DNNs) have become an essential component in CV solutions due to their ability to encode large amounts of data and capacity to manipulate billions of model parameters. Unlike machines, humans learn by rapidly constructing abstract models. This is undoubtedly due to the fact that good teachers supply their students
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Gallagher, Stephen. "An agent-based architecture to support engineering designing." Thesis, University of the West of Scotland, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.270669.

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Martrou, Gabriel Hernandez. "Learning based on designing : research into designing as an educational paradigm." Thesis, Lancaster University, 2015. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.724987.

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The last decade has witnessed the proliferation of design thinking courses outside the realms of design education, which have acknowledged the power of design as a driver for learning and innovation. In highlighting the abilities and knowledge that design-related study brings, those initiatives have taken advantage of the mindset, methods and pedagogics connatural to design education. Nevertheless, extending design education outside the design context implies transferring embedded practices and principles conventionally passed on within the traditions of design education. Moreover, there is no
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Christiansen, Amelie. "Sharing is caring : Designing and evaluating an application for collaborative consumption." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-167379.

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This study was conducted to explore the design of an application in the collaborative consumption area. To explore this, different factors that motivate users to participate in collaborative consumption were investigated. From these factors, User Experience (UX)-attributes were generated as a starting point for the researcher to create concepts and design a digital prototype. The usability of the prototype and whether the UX-attributes had been achieved were later evaluated. On the basis of the usability and interview results, the intent to use the application was explored. Five participants t
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Hsia, Jesse. "Designing note-taking for meaningful learning." Research Showcase @ CMU, 2012. http://repository.cmu.edu/theses/38.

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Technology can have an immense impact on how people perceive, process, and learn new information. Technology-focused research is being conducted in the area of note-taking, as it is an activity most students perform. However, much of this work focuses on improving access, efficiency, and interactivity without emphasis on how technology can support learning. Thus, this project investigates the design of note-taking tools and their contexts of use as a means of helping people perceive, process, and learn information in educational contexts. The outcome of this investigation realizes an opportuni
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Martin, Christopher James. "Designing engaging learning experiences in programming." Thesis, University of Dundee, 2017. https://discovery.dundee.ac.uk/en/studentTheses/069f0e46-ae52-450d-84e1-1ff5c3fed38f.

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This thesis describes research into supporting the creation of engaging learning experiences with programming. A review of relevant research that could contribute to the design of engaging learning experiences informed the construction of four pieces of fieldwork. These fieldwork studies were conducted to explore the framing of learning programming in tasks that motivate and are of value to the learner. Findings resulted in the design of a set of eight Learning Dimensions. These Learning Dimensions are proposed to address three key areas: (1) design and delivery of learning task, (2) rhythm or
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Sperlich, Juntana Ginda. "Designing a brain-based learning environment." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3216.

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The purpose of this project was to develop a teacher friendly guide that would help teachers not only apply brain-based strategies in the classroom, but also to see results from transforming their classrooms into brain-based learning environments.
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Parzhetskaya, L. (Lyana). "Enhancing collaborative learning by means of collaborative serious games:providing requirements to collaborative serious games’ design." Master's thesis, University of Oulu, 2014. http://urn.fi/URN:NBN:fi:oulu-201409201877.

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The current study is a theoretical overview which aim is to define collaborative serious games, identify the problems arising in using and implementation of these games in learning and education and search of ways of improvement of the collaborative process by means of providing the requirements to collaborative serious games’ design. The study makes connections among the following concepts: collaboration, gaming and technology and shows how they can be combined into a one study in order to improve the collaborative process of students and to provide a new solution to the pedagogical problems
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Vujovic, Milica. "Studying collaborative learning space design with multimodal learning analytics." Doctoral thesis, Universitat Pompeu Fabra, 2021. http://hdl.handle.net/10803/673315.

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Research has provided relevant advances in evidence-based design for productive learning. For example, in the field of collaborative learning, there is extensive evidence for some key learning design elements, such as methods of structuring activity sequencing, group formation techniques, and technology mediating collaboration. However, progress has been more limited in the area of evidence-based design of collaborative learning physical spaces. Contradictorily, research on learning spaces and their impact on teaching and learning have been a field of inquiry for decades. Existing studies have
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Balazs, Ildiko Erzsebet. "Konzeption von Virtual Collaborative Learning Projekten." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2005. http://nbn-resolving.de/urn:nbn:de:swb:14-1111134624957-21292.

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Virtual Collaborative Learning (VCL) beschäftigt sich mit einer Möglichkeit, Lernenden eine virtuelle Lernumgebung zu bieten, in der sie die Vorteile von E-Learning, wie zeitliche Flexibilität oder Ortsunabhängigkeit, mit den Vorteilen einer kollaborativen Zusammenarbeit kombinieren können. Hierbei steht die systematisch vorbereitete, tutoriell begleitete, unter Projektbedingungen (klare Zielvorgabe, offener Lösungsweg, begrenzte personelle und zeitliche Ressourcen) realisierte und mit Hilfe von Informations- und Kommunikationstechnologie hauptsächlich in virtueller Umgebung stattfindende, sel
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Weinberger, Armin. "Scripts for Computer-Supported Collaborative Learning." Diss., lmu, 2003. http://nbn-resolving.de/urn:nbn:de:bvb:19-11206.

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Loria, Enrica. "Collaborative learning in a simulated environment." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12550.

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This thesis purpose is to compare the effectiveness of collaborative learning against individual learning applied at the context of environment awareness. The game consists in a treasure hunt for wastes: the wastes are hidden all over the world; the task is to find them and recycle them correctly. To study the aforementioned situation, the game has two versions: a single player and a multiplayer mode. The latter based on collaboration as essential element to reach the goal. The project idea is to sensitize the player by placing him in a world, which is coherent with his own environment. The wo
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Jelfs, Beth. "Collaborative adaptive filtering for machine learning." Thesis, Imperial College London, 2009. http://hdl.handle.net/10044/1/5598.

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Quantitative performance criteria for the analysis of machine learning architectures and algorithms have long been established. However, qualitative performance criteria, which identify fundamental signal properties and ensure any processing preserves the desired properties, are still emerging. In many cases, whilst offline statistical tests exist such as assessment of nonlinearity or stochasticity, online tests which not only characterise but also track changes in the nature of the signal are lacking. To that end, by employing recent developments in signal characterisation, criteria are deriv
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Myneni, Lakshman Sundeep Narayanan N. Hari. "Studio-based computer supported collaborative learning." Auburn, Ala, 2009. http://hdl.handle.net/10415/1665.

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Podoski, Chad William. "Instant messenger for collaborative learning environments." [Florida] : State University System of Florida, 2001. http://etd.fcla.edu/etd/uf/2001/ank7124/thesis.pdf.

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Thesis (M.E.)--University of Florida, 2001.<br>Title from first page of PDF file. Document formatted into pages; contains x, 52 p.; also contains graphics. Vita. Includes bibliographical references (p. 51).
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Maroske, Claire. "Scaffolding collaborative learning in mathematics classrooms." Thesis, Curtin University, 2015. http://hdl.handle.net/20.500.11937/2058.

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In this practitioner-research study I investigated the quality of collaborative learning in my Year 10 mathematics class. I collected data on changes that occurred in small-group interactions before and after I conducted teamwork training. Prior to this intervention students experienced anxiety and relied on the teacher to provide reassurance and validation. After group-work skills were introduced students displayed improved self-reliance and greater productivity and satisfaction.
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West, Albert Taneshia S. "Designing a shared, collaborative office space to accommodate young and aging employees." Tallahassee, Florida : Florida State University, 2010. http://etd.lib.fsu.edu/theses/available/etd-03242010-175940/.

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Thesis (M.F.A.)--Florida State University, 2010.<br>Advisor: Tasuku Ohazama, Florida State University, College of Visual Arts, Theatre, and Dance, Dept. of Interior Design. Title and description from dissertation home page (viewed on July 15, 2010). Document formatted into pages; contains xiii, 160 pages. Includes bibliographical references.
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Rodriguez, Henrry. "Designing, evaluating and exploring Web-based tools for collaborative annotation of documents." Doctoral thesis, KTH, Numerical Analysis and Computer Science, NADA, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-3552.

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<p>This thesis explores the use of the World Wide Web asinfrastructure for collaboration among small or middle sizedgroups. A collection of Web-based tools has been developed,whose main characteristic is that they allow users to makeannotations to shared documents. These Web annotations form adialogue that is persistent and immediately accessible to theusers. Special interest has been devoted to observing howcollaborators make use of a common space where Web-documents aswell as Web-annotations are organized and stored. This commonspace has been called a domain.</p><p>We have also tried a novel
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Sanchez, Karlsson Gabriella. "Designing a Game for Learning About Recycling." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209701.

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As the world is getting more crowded, at the same time as people increase their consumption, there is a need for us taking control of our resource consumption and changing our behaviors into more sustainable ones. First of all, our consumption needs to decrease in order to prevent use of resources and prevent the production of waste. Secondly, there is a need for reusing and recycling materials already in the system, where the latter is a subject this study is going to focus on. In order to increase knowledge of recycling, exploration of new methods of spreading information and awareness is of
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Waraich, Atif. "Designing motivating narratives for interactive learning environments." Thesis, University of Leeds, 2002. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.436175.

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Thomas, Sandahl Christensen. "Designing for algorithmic awareness - Materializing machine learning." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22479.

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The following paper explores how to materialize machine learning in order to make it tangible andsensible thereby offering users the needed tools for engaging the technology in reflective use. Theproject draws inspiration from the Static! research program on designing for energy awareness. Theirapproach to energy as a design material is adapted to the field of machine learning in order to use theirtactics to engage the problem of unpacking and materializing machine learning with the goal ofenabling reflective use. The project is grounded in Spotify and their use of machine learning. Inparticul
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