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1

Tredoux, Francois. "Stellenbosch Safari : a multimedia program based on suggestopedic principles for the teaching of Afrikaans to international students at Stellenbosch University." Thesis, Stellenbosch : University of Stellenbosch, 2007. http://hdl.handle.net/10019.1/2270.

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Thesis (MPhil (Afrikaans and Dutch))—University of Stellenbosch, 2007.<br>I developed this multimedia computer program for use by international students who want to learn specific vocabulary and sentence structures to help them when dealing with administrative and help desk personnel at Stellenbosch University. I describe the main late 20th century theories of second and foreign language acquisition, as well as the principles and methodology of Suggestopedia, which the program structure is based on. I give a detailed analysis of the program structure and its contents, as well as recommendations to enhance the program in future iterations.
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Van, der Merwe Cornelia Christina. "Abenteuer mit Werner und Roswitha : a multimedia program based on suggestopedic principles for the teaching of German in the first year at university." Thesis, Link to the online version, 2005. http://hdl.handle.net/10019/1253.

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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 frame the analysis. --Interface designs incorporated theory relating to graphical user interface design, multimedia learning, and findings from the cognitive sciences. Activity designs were differentiated based on the degree of student ownership, from teacher-centred (transmissive) approaches, to teacher-led (guided interaction) approaches, to student-centred (collaborative group-work) designs. Types of tasks were considered on the basis of their level of knowledge (declarative, procedural and conceptual), their character (authenticity, situatedness) and their domain specific nature (in the field of computer science education). The effects of the different interface, activity and task designs on collaboration and mental model formation were explored. --A mixed method approach to analysis was adopted, incorporating a design-based research study and a multimodal discourse analysis. The design-based research allowed a broader, more interpretivistic and process focused analysis to be conducted, based on the strategic redesigns that occurred between iterations of the subject. The multimodal discourse analysis enabled more detailed, objective and outcomes based measurements of the subject of discourse, the nature of interactions and the types of modalities used to mediate learning. Triangulating data from the design-based research study and the multimodal discourse analysis provided a more complete description of phenomena and promoted greater reliability. --Results include the way in which different modalities afforded different possibilities for representing, and how combinations of those modalities could be effectively integrated by applying multimedia learning principles. Student-centred learning designs increased student involvement, allowing them to take greater ownership over the content and to more fully share their mental models. Authentic, meaningful problem solving tasks promoted greater student engagement. The capacity to dynamically redesign the interface based on the collaborative and cognitive requirements of the learning episode supported more effective implementation of conversational (Laurillard, 2002) approaches to learning. --More effective interaction and collaboration resulted from prescribing patterns of engagement, managing activity and technology so that student discourse could focus on content, and providing guidance regarding semiotic representational forms so that students could concentrate on applying those representations rather than inventing them. Teacher and student virtual classroom competencies critically influenced collaboration and learning. --Based on the findings in this study, a framework of nine pedagogical patterns for teaching and learning in web-conferencing environments is proposed. The framework provides an integrated approach to learning design that relates the interface design with the activity design and the level of knowledge (task type).<br>Mode of access: World Wide Web.<br>vii, 514 p. ill. (some col.)
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Salinas, Fidel Michael Jr. "Comparative learning methods of cognitive computer -based training with and without multimedia blending." Scholarly Commons, 2001. https://scholarlycommons.pacific.edu/uop_etds/2564.

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This research study examines the differences between two types of learning presentation formats and their correlation to learning media, and delivery preferences. A research study was conducted with Fall semester-2000, college freshmen, to determine if there was a significant difference in learning via Computer Based Training (CBT) with or without Multimedia information such as: color, photographs, music, or speech. The major questions researched were: (1) Is learning via CBT more effective with or without multimedia information? (2) Which sequence is more effective, that is: (a) presenting non-multimedia information ahead of multimedia information, or (b) presenting multimedia information ahead of non-multimedia information? A set of non-multimedia and multimedia lessons and questions was developed using current courseware development technology, and recorded on CD-ROMs. A demographic questionnaire was used to correlate performance scores and completion times with the two learning presentation formats. Demographic factors researched included student age range, skill level with computers and applications, educational learning media, and educational delivery preferences that is, learning face-to-face (FTF) vs. learning in a distance-learning (DL) environment. Findings revealed that there were no significant statistical differences in learning between non-multimedia and multimedia presentation formats with performance score as the outcome. However, performance score was improved when the participant first experienced a multimedia presentation format. Using participants who had non-multimedia first, completion time in non-multimedia and multimedia sessions did not differ significantly. However, completion time in multimedia was significantly longer than that in non-multimedia condition when the participant first experienced multimedia. With respect to demographic factors, age and skill level did not reveal significant statistical results in performance score as an outcome. However, completion time was significantly reduced when linked with a higher skill level. On average, participants preferred FTF to DL. However, those participants, who preferred DL, scored approximately 10% higher than their FTF counterparts. Recommendations for incorporating multimedia and distance learning are included in the dissertation. Educational leaders are encouraged to review these findings particularly, during the decision-making process. Following the (Recommendations for Practice) section can help to demystify technological applications and arm educational administrators with information for a fruitful request-for-bid process.
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Khan, Sumbul. "Improvement of Pedagogical Laboratory Based Learning: Multimedia Enhanced Instructional Methods." TopSCHOLAR®, 2013. http://digitalcommons.wku.edu/theses/1297.

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In engineering technology and other scientific-based education, lab-based courses play a crucial role (Ma & Nickerson, 2006). Even though laboratory experience in student learning is crucial, it faces some problems. Due to insufficient laboratory conditions that lead to overcrowding and inability to view demonstrations, the effectiveness of hands on experience declines (Tiwari & Singh, 2011; Tuysuz, 2010). Considering the limitations that constrain lab experience, investigating and implementing alternatives to enhance pedagogical laboratory based learning becomes inevitable. This study investigates multimedia enhanced pedagogical teaching methods for delivering laboratory instruction to students. The purpose of this study was to improve pedagogical laboratory based learning. First, this study implemented a multimedia enhanced pedagogical laboratory based instructional method. Second, this study evaluated the impact of multimedia enhanced instructional method on student learning outcomes to assess improvement in pedagogical laboratory based learning. To evaluate the impact of multimedia enhanced instructional method on student learning outcomes, a student population was subjected to 1) traditional laboratory lecture and 2) video lecture. This study used two different assessment techniques to evaluate the instructional methods 1) surveys and 2) quizzes. The use of these different assessment techniques achieved two purposes. First, the surveys allowed the study to receive students’ evaluation on the lecture in order to compare the two types of instructional methods. Second, the quizzes allowed measuring the students’ understanding of the demonstrations in order to evaluate the impact of multimedia enhanced instructional method on pedagogical laboratory based learning. Survey results revealed that based on overall evaluations, students prefer traditional lectures in comparison to video lectures in terms of level of interest and engagement. Furthermore, quiz results revealed that multimedia enhanced instructional methods do not have an impact on pedagogical laboratory based learning.
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Laflamme, Denise Marie. "The brain-based theory of learning and multimedia." CSUSB ScholarWorks, 1994. https://scholarworks.lib.csusb.edu/etd-project/1002.

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For this project the brain-based theory of learning, an eclectic theory that incorporates the cognitive and humanistic views was researched. Multimedia, a technology which supports the principles of brain-based learning, was then selected as the vehicle to present historical materials to students.
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Barrett, Mark Douglas. "Teaching language arts in third grade with HyperStudio, an interactive computer program." CSUSB ScholarWorks, 1991. https://scholarworks.lib.csusb.edu/etd-project/849.

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8

Faria, José Weber Vieira de. "Criação, implementação e avaliação de um recurso didático multimídia como suporte para o ensino da neuroanatomia: realidade virtual e estereoscópica." Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/5/5138/tde-15082014-162638/.

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Esta tese teve como objetivo apresentar o processo de construção, aplicação e avaliação de uma ferramenta para o ensino da neuroanatomia, acessível a partir de computadores pessoais, imersiva, interativa, foto-realística e que permita visão tridimensional e estereoscópica. Quarenta encéfalos frescos foram obtidos no Serviço de Verificação de Óbitos de São Paulo (SVO-SP) e submetidos às técnicas de fixação, conservação, injeção vascular, coloração de substância cinzenta, dissecação de fibras brancas, terebintina e clareamento ósseo, conforme sua finalidade, no laboratório de Técnica Cirúrgica e Cirurgia Experimental da Universidade de São Paulo (USP). Imagens das áreas de interesse foram capturadas utilizando-se uma plataforma giratória manual construída para este fim. As imagens foram processadas com softwares comercialmente disponíveis (Photoshop CS5; Stereo Photo Maker;VRWorx2.6 para Windows) em formato não linear, interativo, tridimensional e estereoscópico, e armazenadas em um banco de 5.337 imagens finais. O recurso didático foi aplicado a 84 graduandos do curso de medicina, divididos em três grupos: convencional (grupo1), interativo não estereoscópico (grupo2) e interativo estereoscópico (grupo3), cujas médias na avaliação do conhecimento prévio não diferiram estatisticamente entre si (P > 0,05). A ferramenta foi avaliada através de uma prova teórica e prática. Verificou-se que os Grupos 2 e 3 apresentaram as maiores médias e diferiram estatisticamente do Grupo 1 (P < 0,05); o Grupo 2 não diferiu estatisticamente do Grupo 3 (p > 0,05), mostrando resultado do treinamento semelhante na prova teórica. Observando-se os Tamanhos do Efeito, verificou-se que esses foram de grande magnitude, indicando uma efetividade do treinamento dos alunos. Os resultados da ANOVA mostraram que existe diferença significativa (P < 0,05) entre as médias dos grupos, e por meio do teste de Tukey observou-se que existe diferença estatística entre o Grupo 1 e os demais (P < 0,05). Na prova prática pode-se observar, que de modo semelhante à prova teórica, não houve diferença estatística entre os Grupos 2 e 3. Os autores concluem que o método apresentado propiciou ganho de conhecimento e rendimento pedagógico significativamente superior quando comparado com o tradicional<br>This thesis aims to show the process of the construction, implementation and evaluation of a tool for teaching neuroanatomy. The tool presented is accessible from personal computers, immersive, interactive, and allows photorealistic three-dimensional and stereoscopic vision. Forty fresh brains were obtained from the São Paulo Department of Death Records (SP-DDR- Serviço de Verificação de Óbitos de São Paulo (SVO-SP)) and subjected to fixation, conservation, vascular injection, staining of gray matter, white fiber dissection, turpentine and bleaching bone techniques, as needed, at the Surgical Technique and Experimental Surgery Laboratory, University of São Paulo (Laboratório de Técnica Cirúrgica e Cirurgia Experimental da Universidade de São Paulo- USP). Images of areas of interest were captured using a manual turntable built for this purpose. The images were processed with commercially available software (Photoshop CS5; Stereo Photo Maker; VRWorx2.6 for Windows) non-linear format, interactive, three-dimensional stereoscopic and stored in a database of 5337 final images. The teaching resource was applied to 84 undergraduate medical students, divided into three groups: conventional (group 1), interactive non-stereoscopic (group 2) and interactive stereoscopic (group 3). Averages on the assessment of prior knowledge did not differ significantly (P > 0.05) among groups. The tool was evaluated through a written theory test and a lab practical. Groups 2 and 3 showed the highest averages and differed significantly from Group 1 (P < 0.05), Group 2 did not differ statistically from Group 3 (p > 0.05), revealing a result of similar training on the written theory test. Observing the Effect Sizes, it was found that those were of great magnitude, indicating student training effectiveness. ANOVA results showed significant difference (P < 0.05) between group means, and the Tukey test showed statistical difference between Group 1 and the others (P < 0.05). On the lab pratical, it may be noted that similarly to the written theory test, no statistical difference between Groups 2 and 3 were found. The authors conclude that the tool presented provided a gain of knowledge for students and yielded significantly higher leaning when compared with traditional teaching resources
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Rasmussen, Mark Norman. "A multimedia website for the Battle of Gettysburg." CSUSB ScholarWorks, 2004. https://scholarworks.lib.csusb.edu/etd-project/2593.

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This thesis explains the development of a website for eighth graders about the Battle of Gettysburg. One purpose of the project is to provide several primary source documents, pictures, video from a reenactment of the Battle of Gettysburg, clips from movies about the Civil War, and other material that suppport the students in their learning. The second purpose is to fulffill standard 8.10 of History-Social Science Content Standards for eight grade. This project will help students fulfill this requirement.
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Campbell, Alistair B. "Using hypermedia to improve the dissemination and accessibility of syllabus documents with particular reference to primary mathematics." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 1993. https://ro.ecu.edu.au/theses/1157.

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The fundamental question that this study set out to investigate was: Can the advantages of hypermedia be extended to curriculum materials that are for the sole use of teachers? To consider this question, three areas needed to be investigated: hypermedia (the medium); teachers (the target) and curriculum documents (the content). Hypermedia has a long history dating back to Bush (1986) who in 1945 imagined his Memex system as building information trails between ideas. However, it was not until the mid 1980s that technology caught up with the theory and hypermedia came of age. The evaluation of hypermedia documents is still in its infancy and design standards are still being formlulated. Social acceptability and usability will be of major concern in the evaluation process of hypermedia. Therefore this study needed to investigate whether this medium of presentation is socially acceptable to teachers? Advances in Information Technology (IT), both in hardware and software in the last few years have brought the potential of hypermedia to the personal computer (PC). Information, be it text, sound, graphics or video, or a mixture of these, can now be presented on the same screen and the movement between screens can be seamless. The movement between screens is no longer limited to sequential movement as it is when the information is presented in a hard copy form, but can be randomly accessed. This access allows the user to move about the information as they would move about within their own minds, that is, by association. Already commercial hypermedia products are being produced for the education and "leisure" markets. Teachers' work loads are increasing, as they take on more curriculum responsibilities, while at the same time, information is expanding at a rapid rate. The challenge today is to encourage teachers to use new information technology to overcome these problems. However, since their inception into schools fifteen years ago, computers have not delivered the results that had been expected of them. Can the access to hypermedia curriculum documents help teachers to lessen their work load and encourage them to use IT? Firstly, it is important to consider whether curriculum materials for teacher use are suitable for hypermedia presentation. The literature indicated that textual materials that are not meant to be read sequentially like a novel, arc suitable to be presented in hypermedia form. At present, curriculum materials for teachers contain the content in hard copy form but the presentation is lacking in quality. This hard copy material is expensive, hard to correct and slow to update. Hypermedia offers the potential to overcome these limitations and to provide easy access to much more information. This new medium could allow teachers for the first ti.me to truly integrate their teaching programme by enabling them to access multiple curriculum documents. The methodology used in this study was based on two types of descriptive research, survey and correlation methods. The target population for this study was all K-7 teachers using the Western Australia Mathematics syllabus within Western Australia. The instrument was a mailed survey questionnaire that consisted of five parts. The first part consisted of collecting personal data such as age and gender. The second part was the Computer Attitude Scale (CAS), designed by Loyd and Gressard (1984), and was used to measure attitudes towards learning and using computers. The third part consisted of questions that asked teachers for their views and impressions on the social acceptability and utility of the present hard copy. The fourth part consisted of questions on computer experience and use, both in and outside the classroom. The final part consisted questions on the likely acceptance and usefulness of a hypermedia copy of the syllabus. This study found that the likely medium-based anxiety for this type of application is low for the teachers sampled, with 70 percent indicating that they were likely to accept this type of application. The findings indicated that the acceptance rate increased as the teachers' positive attitude towards computers increased. Teachers that rated themselves competent at using a computer were also more likely to accept this type of application. Time spent using a computer at school showed that teachers who frequently use them at least several times a week were more likely to accept this type of application. The study also found that the majority of teachers sampled considered the ability to link the syllabus to other teaching material was very useful. Many of the problems identified by the teachers sampled concerning the usability of the present hard copy could be overcome using a hypermedia version.
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Gellman, Gregg W. "Using web-based interactive multimedia to supplement traditional teaching methods : a pilot program for medical training of non-medical personnel /." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2005. http://library.nps.navy.mil/uhtbin/hyperion/05Mar%5FGellman.pdf.

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Thesis (M.S. in Operations Research)--Naval Postgraduate School, March 2005.<br>Thesis Advisor(s): Rudolph P. Darken, Samuel E. Buttrey. Includes bibliographical references (p. 142-143) Also available online.
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Grimes, Brian T. "The use of scaffolding to improve student learning with interactive multimedia programs in chemistry." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2002. https://ro.ecu.edu.au/theses/733.

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The process of balancing and interpreting chemical equations involves the consideration of an abstract, non-observable phenomenon coupled with multi-level representation. Students find it conceptually demanding to visualise the particulate level of matter and hence experience difficulty in balancing chemical equations with understanding. Interactive multimedia with dynamic computer graphics can provide students with accurate, concrete representations of the particulate nature of matter. Such tools, when coupled with appropriate implementation strategies, have the potential to improve learning about chemical reactions. The study investigated the use of scaffolding techniques to enhance and direct student learning when using an interactive multimedia software (IMM) program, Balancing and Interpreting Chemical Equations (Garnett, Hackling & Oliver, 1997a) designed to develop skills and understanding of balancing and interpreting chemical equations. This research was conducted as an interpretive, collective case study which was supplemented with data from pre and posttests. In this design, a total of 12 Year 10 students were selected by purposeful sampling, arranged in pairs and then randomly assigned to either using the specified IMM software with or without scaffolding. Students were observed by the researcher whilst using the IMM software and various student interactions were recorded by a variety of media, including screen-capture of their interactions with the IMM software, audio recordings of the interactions and collaborations between students in pairs, and videotape recordings of both the interactions and collaborations between students in pairs and between students and the IMM software. The data from these sources, in addition to data from the pre and posttests, was used to generate a case history file which was analysed to elucidate information about how scaffolding affects the way in which students interact with the IMM software; how scaffolding affects the way in which students interact and collaborate with each other whilst working on the IMM software; and whether there was any evidence of enhanced understanding of the particulate nature of reactions and success in writing and balancing chemical equations following the use of this IMM software with scaffolding. The research indicated that scaffolding affects the manner in which students interact with the IMM software by encouraging and directing more efficient and deliberate access to the salient features of the program at specific times in the learning sequence. The research also indicated that the level of collaboration between students working in dyads on the IMM software was influenced by the use of the scaffolds and that once applied, the fading of support in scaffolded worksheets did not result in a deterioration of the nature or extent of the interactions within the dyad. Finally, while the scaffolds did not always result in higher levels of cognitive achievement (compared to non-scaffolded instruction), they did enhance the IMM learning environment and the opportunity for conceptual change. The implications that arise from this research extend to the use of this IMM software in the classroom, teaching practices within an IMM environment, software designers, and for further research.
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Подъячева, А. М., та A. M. Podyacheva. "Метод тренинга для обучения лексике иностранного языка для специальных целей с использованием мультимедийных средств : магистерская диссертация". Master's thesis, б. и, 2021. http://hdl.handle.net/10995/100753.

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В настоящей работе тренинг рассматривается как метод обучения лексике иностранного языка для специальных целей с использованием мультимедийных средств. Для достижения цели работы – теоретическое обоснование, разработка и опытная проверка эффективности метода тренинга, как способа обучению лексике иностранного языка для специальных целей с использованием мультимедийных средств – были выполнены следующие задачи: проведен сравнительный анализ традиционного метода обучения и метода тренинга на основе исследования научно-методической литературы, были рассмотрены понятие, функции, структура и приемы тренинга; описаны особенности использования тренинга в обучении иностранным языкам; описана технология подготовки и проведения тренингов, направленных на изучение лексики иностранного языка для специальных целей с использованием мультимедийных средств; проведен анализ и апробацию учебного процесса, отвечающего требованиям метода тренинга; проверена эффективность разработанной методики для обучения лексике иностранного языка в ходе опытно-поисковой работы. Магистерская диссертация по теме «Метод тренинга для обучения лексике иностранного языка для специальных целей с использованием мультимедийных средств» содержит 80 страниц текстового документа, 10 рисунков, 70 использованных источников. В первой главе была рассмотрена роль мультимедийных средств в образовательном процессе, основные подходы и принципы обучения иностранному языку с использованием информационно-коммуникационных технологий и тренинг как метод обучения. Во второй главе описана организация, апробация и сделан анализ практической работы по проведению тренинга для обучения лексике иностранного языка для специальных целей с использованием мультимедийных средств. В заключении был сделан вывод об эффективности данного метода.<br>In this work, training is considered as a method of teaching foreign language vocabulary for special purposes using multimedia. To achieve the goal of the work – theoretical justification, development and experimental verification of the effectiveness of the training method, as a way of teaching foreign language vocabulary for special purposes using multimedia – the following tasks were completed: a comparative analysis of the traditional teaching method and the training method based on the research of scientific and methodological literature was carried out, the concept, functions, structure and methods of training were considered; the features of raining usage in teaching foreign languages are described; the technology of preparing and conducting trainings aimed at studying the vocabulary of a foreign language for special purposes using multimedia is described; the analysis and approbation of the educational process that meets the requirements of the training method was carried out; the effectiveness of the developed methodology for teaching foreign language vocabulary in the course of experimental search work was tested. Master's thesis on the topic "Method of training for teaching foreign language vocabulary for special purposes using multimedia" contains 80 pages of a text document, 10 pictures, 70 used sources. The first chapter examined the role of multimedia in the educational process, the main approaches and principles of teaching a foreign language using information and communication technologies and training as a teaching method. The second chapter describes the organization, approbation and analysis of practical work on conducting training for teaching foreign language vocabulary for special purposes using multimedia. To sum up, it was concluded that this method is effective.
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De, Sousa Luiza Olim. "The integration of digital video discs (DVDs) and multimedia in the learning area social sciences / L.O. de Sousa." Thesis, North-West University, 2008. http://hdl.handle.net/10394/2304.

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Berto, Cibele Cristine de Oliveira. "Criação, implementação e avaliação de um recurso didático multimídia como suporte para o ensino presencial de fisioterapia respiratória." Universidade de São Paulo, 2006. http://www.teses.usp.br/teses/disponiveis/5/5163/tde-22112006-145508/.

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As novas tecnologias da informação têm sido amplamente utilizadas no ensino em saúde. No entanto, não há relatos do uso desses recursos no ensino em fisioterapia respiratória. Os objetivos foram: criar um material didático para o ensino de manobras de higiene brônquica (MHB), manobras de reexpansão pulmonar (MRP) e oxigenioterapia (OT), disponibilizá-lo na Web e avaliar o aprendizado dos alunos que o utilizaram. O material elaborado foi dividido em três partes: 1) princípios fisiológicos, 2) fisiopatologia e 3) MHB, MRP ou OT. Cada parte foi composta de conteúdo teórico e/ou recursos audiovisuais desenvolvidos especificamente para o ensino dos temas MHB, MRP e OT. O material foi desenvolvido e implementado didaticamente em páginas eletrônicas utilizando-se vídeos, fotos e uma apostila resumindo as evidências da literatura sobre os temas selecionados. Para testar o material foram convidados 50 alunos de duas instituições de ensino superior de fisioterapia (IES-A e IES-B), dos quais 38 aceitaram participar (22 da IES-A; 16 da IES-B). Os alunos realizaram um teste e depois foram, aleatoriamente, divididos em dois grupos (controle, CL e on-line, OL). O grupo OL teve 15 dias de acesso ao material e os dois grupos repetiram o teste 15 dias após o término do período de acesso. O teste foi composto por questões elaboradas por fisioterapeutas chefes de grandes hospitais de São Paulo que não tiveram acesso ao material. Os alunos da IES-A obtiveram melhor nota no 1o teste em relação aos alunos da IES-B. O grupo OL da IES-B obteve maior nota no 2o teste, quando comparado ao seu grupo CL (respectivamente, 7,75 ± 1,28 e 5,93 ± 0,72; p < 0,05). Portanto, o grupo OL da IES-A e os grupos CL da IES-A e IES-B não apresentaram alteração da nota no 2o teste. Nossos resultados sugerem que o material desenvolvido melhorou o conhecimento para alguns alunos e que o uso de tecnologias da informação pode facilitar o aprendizado fisioterapia respiratória.<br>Advances in information technology have been widely used in teaching health care professionals; however, we are not aware of any previous study reporting its use in the instruction of respiratory therapists. The objectives of the present study were to develop materials for teaching bronchial hygiene techniques (BHT), lung expansion techniques (LET) and oxygen therapy (OT) using Web based technology and to evaluate the learning among undergraduate physical therapist students. Each material was divided in physiological principles; physiopathology; and the physical therapy technique itself (BHT, LET and OT). Each division was composed by a theoretical component and audiovisual resources aimed the instruction of BHT, LET and OT. Fifty students from two distinct universities (UA and UB) were invited to participate in the study and 38 accepted (UA: 22 and UB: 16). After taking the first on-line test, students from each university were divided into two groups: control (without on-line access) and online (with on-line access). All of the students performed a second test 15 days after the period of access. The test was developed by five senior physical therapists from large hospitals that did not have access to the material. Our results show that, in the first test, students from the UA had better performance than students of the UB. The online group of the UB had better performance than the control group on the second test (7.75 ± 1.28 and 5.93 ± 0.72 score; p < 0.05). On contrary, the performance of the online group of the UA and both controls groups of the UA and UB in the second test was similar to the first test. Our results suggest that respiratory therapy teaching using Web based technology can improve students\' learning.
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Shaw, Shirley A. "Hypercard: A promising tool for constructivist methodolody." CSUSB ScholarWorks, 1992. https://scholarworks.lib.csusb.edu/etd-project/1121.

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17

Londoño, Monroy Gloria. "Relatos digitales en educación." Doctoral thesis, Universitat de Barcelona, 2013. http://hdl.handle.net/10803/132316.

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Esta tesis doctoral da cuenta de una investigación cualitativa cuyo foco general de interés es los Relatos Digitales –Digital Storytelling– en Educación, concretamente los de carácter amateur, multimedial, multimodal, no interactivo y, sobre todo, personal, cuando son desarrollados por distintos tipos de estudiantes en un marco de Educación Formal. Desde una visión interpretativa y participativa, especialmente, y combinando como métodos la Investigación basada en Diseño y el Estudio de Casos instrumental y múltiple, se identifican y resumen diez (10) propuestas metodológicas existentes para la creación de relatos digitales personales, y se describen y analizan diez (10) intervenciones planificadas y orientadas por la misma investigadora, o con su acompañamiento, desarrolladas en Cataluña (España) entre 2008 y 2012 con diversos tipos de educandos. De esa forma se cumplen los objetivos: el primero, describir y comprender: (a) las características del procedimiento de realización y de los productos resultantes, (b) las condiciones o las limitaciones de la aplicación en el contexto académico, (c) los posibles usos o aplicaciones didácticos, y (d) los beneficios pedagógicos que pueden ofrecer estos relatos, cuando se realizan como proyectos prácticos de aprendizaje; el segundo, diseñar, implementar y perfeccionar, con base en la teoría, las propuestas preexistentes, y lo ocurrido en las mismas prácticas desarrolladas durante la investigación, una metodología o estrategia didáctica que permita orientar su creación, así como sus posibles usos y aplicaciones, en procesos de enseñanza y de aprendizaje centrados en el alumnado. Esto último, por lo menos con aprendices o en contextos formativos similares a los de las prácticas analizadas. La investigación se fundamenta teórica y pedagógicamente en los postulados de las teorías educativas constructivistas y socioculturales, principalmente en lo que tiene relación con el Aprendizaje centrado en el Aprendiz –y con uno de los métodos que lo hacen posible, el Aprendizaje por Proyectos–, el Aprendizaje Situado, el Aprendizaje por la Acción o la Experiencia, y el planteamiento conocido por su nombre original, How People Learn (Cómo aprenden las personas). Asimismo, se fundamenta en el reconocimiento de: los conceptos Relato, Narración e Historia; las funciones, la importancia de los relatos para las personas y, de forma genérica, en la educación; las características comunes y diferenciales de los relatos digitales y analógicos; las particularidades y tipologías de los relatos digitales que están enfocados en las vivencias o en la visión de los autores; los proyectos o casos de aplicación de estos últimos en diversos ámbitos, y sus aportes y limitaciones cuando han sido realizados con propósitos educativos. Por su parte, el trabajo de campo del estudio está compuesto por cinco (5) intervenciones con 53 adolescentes, alumnos de Educación Secundaria Obligatoria (ESO), y por otras cinco (5) con 38 jóvenes y adultos, de licenciatura o máster, o docentes de ESO en proceso de formación –para un total de 91 educandos participantes–. Se describe el prototipo de la estrategia metodológica empleada en cada caso –el último corresponde a la propuesta metodológica que se deriva de la investigación–, se presentan los resultados y se discuten los hallazgos más relevantes, analizando cada práctica por separado, o estableciendo comparaciones entre unidades y subunidades de análisis similares, teniendo en cuenta la imposibilidad de contrastar algunos aspectos por las diferencias en el perfil de los participantes o por las condiciones en las que se desarrolló cada experiencia. El trabajo se realizó bajo la dirección del Dr. José Luis Rodríguez Illera, en el programa Multimèdia Educatiu del Departament de Teoria i Història de l'Educació, de la Facultat de Pedagogia de la Universitat de Barcelona, con el apoyo de varias de sus dependencias: la Agrupació de Recerca en Ciències de l’Educació (ARCE) y su Oficina de Recerca, el Observatori de l’Educació Digital (OED) y el Grup de Recerca Ensenyament i Aprenentatge Virtual (GREAV). Igualmente, con la contribución de la Fundació Bosch i Gimpera, de la Fundació per a la Societat del Coneixement-Citilab, y del IES Esteve Terradas i Illa. Se pretende contribuir al conocimiento de la relación entre narrativa digital y educación y, a la vez, facilitar y potenciar el aprovechamiento en el aula tanto de la expresión, las vivencias y las visiones de las personas que aprenden, como de las posibilidades de multimedialidad y multimodalidad que se potencian con las Tecnologías de Información y Comunicación.<br>This doctoral thesis presents a qualitative investigation whereby general focus of interest is Digital Storytelling-in Education, more concretely of the amateur type, multimedia, multimodal, non-interactive and especially with personal character, when they are developed by different types of students, in a formal education framework. From an interpretive and participative vision, specially, and combining methods as the Investigation based on Design and the Study of Cases, ten (10) methodological existing proposals for the creation of digital personal stories have been presented, described and analyzed, and ten (10) interventions planned and orientated by the same investigator, or with her accompaniment like diverse types of pupils, in Cataluña (Spain), between 2008 and 2012, to fulfill the proposed aims. The first one, to describe and to understand: (a) the characteristics of the realization procedure and of the resulting products, (b) the conditions or limitations of the application in the academic context, (c) the possible uses or didactical applications and, (d) the pedagogical benefits that those stories may offer when they are carried out as practical learning projects. The second, to design, to implement and to improve, based in the theory, preexisting proposals, and what happened in the same practices that were developed during the investigation, a methodology or a didactical strategy that permits to orientate its creation, and also its possible uses and applications in teaching and learning processes that are focused in the alumni. The latest must be done at least with apprentices or in formative contexts that are similar to the analyzed practices. The investigation is based theoretically and pedagogically in the postulate of the educative theories: constructivists and socio-cultural, especially when they are related with the learning that is focused in the Apprentice - and with one of the methods that makes it possible which is the Learning by Projects, The Situated Learning, the Learning by the Action or the Experience, and the putting into execution known as How People Learn. Therefore, the investigation started from the recognition of the functions, the importance and uses of the stories on the life of the people and generically in the education; from the clarification between the concepts of Story, Narration and History; from the common characteristics and the differences of the digital and analogical stories; from the particularities and typologies of the digital stories that are focused in living experiences or in the vision of the authors; from the projects or cases of application on diverse contours and from the identified contributions and limitations when they have been realized with an educative purposes. Meanwhile, the fieldwork of the study has five (5) interventions with 53 adolescents from Obligatory Secondary Education, and has (5) more with 38 youths and adults from degree or master or teachers in a formative process. The applied methodological strategy prototype is described in each intervention, the results are presented, and the more relevant aspects are discussed analyzing each of the cases separately or establishing comparisons between the units and the sub-units from similar analysis, given the impossibility of contrasting some aspects due to the differences in the participants’ profile and by the conditions that each of the experiences was developed. This work was made under the direction of Dr. José Luis Rodríguez Illera, on the Educational Multimedia Program from the Theory and History Education Department and the Pedagogy Faculty at Barcelona University, with the support of the Association for Research in Education Sciences (ARCE), The Digital Education Observatory (OED), the Research Group Education and Virtual Learning (GREAV), The Bosch i Gimpera Foundation (FBG), Fundació per a la Societat del Coneixement-Citilab, and IES SEP Esteve Terradas i Illa school. The pretention is to contribute to the knowledge relation between digital narrative and education and at the same time to facilitate and to enhance in the classroom the use of the expression as well as living experiences and visions of the people that learn, also the possibilities of multimediality and multimodality that are potentiated with the Information and Communication Technologies.<br>Aquesta tesi doctoral dóna compte d’una recerca qualitativa, el focus d’interès general de la qual són els Relats Digitals –Digital Storytelling– en Educació, més concretament els de tipus amateur, multimedial, multimodal, no interactius i, sobretot, de caràcter personal, quan són desenvolupats per diferents tipus d'estudiants, en un marc d'Educació Formal. Des d'una visió interpretativa i participativa, especialment, i combinant com a mètodes la Recerca basada en Disseny i l'Estudi de Casos instrumental i múltiple, es presenten, descriuen i analitzen deu (10) propostes metodològiques existents per a la creació de relats digitals personals, i deu (10) intervencions planificades i orientades per la mateixa investigadora, o amb el seu acompanyament, amb diversos tipus d’educands, a Catalunya (Espanya), entre 2008 i 2012, per complir els objectius proposats: el primer, descriure i comprendre: (a) les característiques del procediment de realització i dels productes resultants, (b) les condicions o les limitacions de l'aplicació en el context acadèmic, (c) els possibles usos o aplicacions didàctiques, i (d) els beneficis pedagògics que poden oferir aquests relats, quan es realitzen com a projectes pràctics d'aprenentatge; el segon, dissenyar, implementar i perfeccionar, basant-se en la teoria, les propostes preexistents, i l'ocorregut en les mateixes pràctiques desenvolupades durant la recerca, una metodologia o estratègia didàctica que permeti orientar la seva creació, així com els seus possibles usos i aplicacions, en processos d'ensenyament i d'aprenentatge centrats en l'alumnat. Això últim, almenys amb aprenents o en contextos formatius similars als de les pràctiques analitzades. La recerca es fonamenta teòricament i pedagògica, en els postulats de les teories educatives constructivistes i socioculturals, especialment en allò que té relació amb l'Aprenentatge centrat en l'Aprenent –i amb un dels mètodes que ho fan possible, l'Aprenentatge per Projectes–, l'Aprenentatge Situat, l'Aprenentatge per l'Acció o l'Experiència, i el plantejament conegut pel seu nom original, How People Learn (Com aprenen les persones). Així mateix, parteix del reconeixement de les funcions, la importància i els usos dels relats en la vida de les persones i, de forma genèrica, en l'educació; de l'aclariment entre els conceptes Relat, Narració i Història; de les característiques comunes i diferencials dels relats digitals i analògics; de les particularitats i tipologies dels relats digitals que estan enfocats a les vivències o a la visió dels autors; dels projectes o casos d'aplicació en diversos àmbits, i de les aportacions i limitacions identificades, quan s'han realitzat amb propòsits educatius. Per la seva banda, el treball de camp de l'estudi està compost per cinc (5) intervencions amb 53 adolescents, alumnes d'Educació Secundària Obligatòria (ESO), i per cinc (5) altres amb 38 joves i adults, de llicenciatura o màster, o docents d'ESO en procés de formació–. Es descriu el prototip de l'estratègia metodològica empleada en cadascuna de les intervencions, es presenten els resultats, i es discuteix sobre les troballes més rellevants, analitzant cada cas per separat, o establint comparacions entre unitats i subunitats d'anàlisis similars, tenint en compte la impossibilitat de contrastar alguns aspectes per les diferències en el perfil dels participants o per les condicions en les quals es va desenvolupar cada experiència. Aquest treball es va realitzar sota la direcció del Dr. José Luis Rodríguez Illera, dins el programa Multimèdia Educatiu del Departament de Teoria i Història de l'Educació, de la Facultat de Pedagogia de la Universitat de Barcelona, amb el suport de diverses de les seves dependències: l’Agrupació de Recerca en Ciències de l’Educació (ARCE), l’Observatori de l’Educació Digital (OED) i el Grup de Recerca Ensenyament i Aprenentatge Virtual (GREAV). Igualment, de la Fundació Bosch i Gimpera, de la Fundació per a la Societat del Coneixement-Citilab, i de l'IES SEP Esteve Terradas i Illa de Cornellà de Llobregat (Catalunya). Al document s'ofereixen, en aquest ordre: la introducció, el marc teòric i referencial, el plantejament de la recerca –formulació i justificació del problema–, el marc i el disseny metodològic, el resum de les principals propostes metodològiques existents per a la realització de RDP, la descripció del treball de camp –incloent el perfil dels participants, i l'estratègia didàctica prototip, dissenyada i aplicada en cada cas–, la presentació, l'anàlisi i la discussió de les troballes rellevants, les conclusions –entre les quals s'explica la proposta final– i alguns suggeriments per a futures indagacions, les referències bibliogràfiques, els annexos –materials empleats o derivats de l'estudi– i, finalment, els apèndixs –que pretenen facilitar la lectura i comprensió d'aquest text–. Es pretén contribuir al coneixement de la relació entre narrativa digital i educació i, alhora, facilitar i potenciar l'aprofitament a l'aula tant de l'expressió, les vivències i les visions de les persones que aprenen, així com de les possibilitats de multimedialidad i multimodalitat que es potencien amb les tecnologies de la informació i la comunicació.
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Li, Meng-Tsun, and 李孟純. "A Study of Applied Multimedia Teaching Method of Chinese Characters in Elementary School." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/94484408392231365113.

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碩士<br>玄奘大學<br>應用外語學系碩士班<br>102<br>Multimedia CD―ROM along with the textbook has been widely used as a teaching aid in the elementary school classrooms. The purpose of this study is to explore if multimedia application benefits students’learning, or is just convenient for teaching. The participants were the third graders from two classes. One is experimental group receiving multimedia vocabulary teaching while the control group receiving the traditional vocabulary approach. The experiment lasts for half semester. Through the Chinese Graded Word Reading and the contents in the textbook, the researcher designed the test paper to assess students’ learning performance. Comparing the two different vocabulary teaching models, to find out if there is any differential significance between the two groups. From the statistic data analysis, the results can be concluded as follows: The mean score of the experimental group is higher than the control group and multimedia application remains the learning efficiency. The experimental process and results of this study can be used as references for future study and teaching. It is hope that both teaching models can be conducted in the classroom and help teachers improve their teaching and professional skills.
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SOCHOROVÁ, Iva. "Multimediální podpora výuky matematiky." Master's thesis, 2017. http://www.nusl.cz/ntk/nusl-363623.

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This master's thesis Multimedia support of teaching mathematics aims at supporting teachers in introducing innovations in teaching and support in their own teaching materials. It is dedicated to supporting the pupil in self-education. It also serves as an overview of selected resources to support the use of technology and software in teaching. This master's thesis includes examples of the use of mathematical programs in mathematics classes, and a proposal to engage pupils in teaching, by implementing the "Teach Your Fellow" project, which aims to create learning videos for pupils.
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Lin, Hui-Wen, and 林翬雯. "The Effects of Multimedia Teaching Methods on Effectiveness of Learning Hot Spring Course among Lower Grade Elementary School Students in Tainan City." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/4a359s.

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碩士<br>嘉南藥理大學<br>觀光事業管理系<br>103<br>This study aims to discuss the effects of multimedia teaching method on effectiveness and learning retention of learning hot spring course among lower grade elementary school students, and to understand the opinions of the parents and students. This study was based on quasi-experiment design, and learning contents of hot spring learning webpages. The subjects were 102 students from 4 second grade classes; two different types of teaching method, which are, “text, images, and films with sound” and “text, images, films with sound and interactive computer games ”, were applied to each of the 2 classes. Before the teaching experiment, all 4 classes received pre-test of “Taiwan hot spring achievement test”. The experiment covered a total of 8 classes, and all 4 classes were taught by the researcher. At the end of the teaching experiment, the 4 classes received the post-test of “Taiwan hot spring achievement test”, and filled out the “Multimedia teaching questionnaire”. Twelve students and four parents from each class were randomly selected for semi-structural interview. The results were used as supplementary data for this study, in order to learn about the students’ opinions on the various presentation methods of the multimedia teaching approaches. One month after the experiment, postponed-test of “Taiwan hot spring achievement test” was conducted to learn about the students’ learning retention. The main findings are as below: 1.On the effectiveness of learning hot spring course, the experimental group is better than the control group. 2.On the effectiveness of learning retention of learning hot spring course, the experimental group is better than the control group. 3.Most lower grade elementary school students expressed positive comments and opinions on these two different forms of multimedia teaching. 4.Most lower grade elementary school students’ parents expressed positive comments and opinions on these two different forms of multimedia teaching .
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Chen, Jhih-jia, and 陳致嘉. "Effects of Learning Motivation and Results on Integrating Innovative Teaching Methods into Model Making Classes of Product Design Education: Taking Multimedia Video Teaching Materials Infused in “Machine Workshop Practice” as an Example." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/drqw5v.

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碩士<br>大同大學<br>工業設計學系(所)<br>106<br>With the development of technology, more and more information infusioned teaching materials has been integrated in classes on various subjects. The cultivation of model-making ability has always been highly valued in product design education. However not many students can fully understand what teachers taught during the classes of model making courses because concept explanation and operation demonstration often take up most of the class time, resulting in no time for students to practice. This situation affects the students&apos; learning outcomes. Moreover, students may decline in learning motivation and attendance due to spatial constraints or disturbances in ambient noise in model making factory. This study is a 16-week teaching experiment with the Department of Design of Tatung University. The purpose is to explore the learning motivation and effects of students taught with innovative teaching materials. This study is a quasi-experimental study. Experimental group was taught with a video series, which officially designated by the Department. The control group remains as didactic teaching methods. The participants are 91 first-year students of the Department of Design, Tatung University. This study was aimed to investigate and compare the influence of multimedia teaching materials on the learning motivation and effects of students in the hands-on model-making course. The study found that students who are assisted with multimedia video are more likely to grasp mater of course contents. On the other hand, learning outcomes of experimental group is higher than that with traditional teaching methods.
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Thomas, Cathy Newman 1957. "A comparison of three instructional methods--teacher-directed lecture-and text-based instruction, analog video instruction, and multimedia anchored instruction--on the knowledge, beliefs, and skills of preservice teachers." 2008. http://hdl.handle.net/2152/18356.

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The purpose of this quasi-experimental study was to examine the comparative effects of multimedia anchored instruction (MAI) to analog video instruction (AVI) and to teacher-directed, lecture- and text-based instruction (TDI) on the knowledge, beliefs, and skills of preservice teachers. Previous teacher education research had raised important questions about the paucity of existing studies investigating whether video-based technologies such as MAI were more effective or efficient than other instructional practices, the lack of a theoretical foundation or supporting empirical evidence for most technology practices, and insufficient information identifying which instructional features of technology-based practices impact learning and in what ways. In this study, 6 university instructors who taught introductory coursework in behavior management from 5 schools across the country volunteered to participate and were randomly assigned to 1 of the 3 instructional conditions. Their preservice teacher students received MAI, AVI, or TDI instruction on the Functional Behavioral Assessment (FBA) process. Measures included a knowledge test, a beliefs survey, a performance test of skills, and a satisfaction survey. Results of the study confirmed previous findings that participants exposed to MAI learned more than with other methods, with students in the MAI group performing significantly better than students in the TDI group on a test of content knowledge. The MAI group also outperformed the AVI group, although results were not significant. Students in all groups significantly increased their self-efficacy, ableness, and willingness to manage challenging behavior. There were no significant differences between groups on the skills measure, although mean differences suggested the MAI group was better able to perform the FBA process. Instructor and student satisfaction surveys reported technical difficulties in the MAI module and video case study. Instructors found the content to be aligned with evidence-based practices and their own beliefs about managing challenging behavior. Students in the MAI condition reported finding the instruction most interesting and felt best prepared to conduct the case study. Overall, study findings suggest that MAI is an effective approach for increasing knowledge, developing beliefs, and promoting skills for preservice teachers.<br>text
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Kohútová, Lenka. "Využití seriálu Přátelé ve výuce anglického jazyka na úrovni B2." Master's thesis, 2011. http://www.nusl.cz/ntk/nusl-312820.

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This thesis deals with the possibilities of using television series `Friends' in teaching English on B2 level to further linguistic and communicative competences of the students. The purpose of this thesis was to find out, whether a systematic use of the series, as a motivation to the students, for sparking a discussion or conversation among them or as means of immersion in the language and acquisition of the language, would be possible in a high school English teaching environment for a prolonged period of time. The thesis also debates the advantages and disadvantages of using series, compared to the advantages and disadvantages of using different multimedia. The thesis contains a list of activities that have been used during the testing of the series and several ideas on their modification.
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Osei-Asiamah, Joel. "An investigation of teaching and learning methods in information technology : a case study at a selected high school in Kwa-Zulu-Natal." Diss., 2019. http://hdl.handle.net/10500/26464.

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The Information Technology (IT) as subject taught in South African secondary schools is considered to be a very perplexing subject. The IT as a subject has four learning outcomes which are E-Communication (weight 10%), Social and Ethical Issues (weight 10%), Hardware and Systems Software (weight 20%) and Programming and Software Development (weight 60%). The Programming and Software Development enjoys the highest weight as outcome of IT and it is believed to be the main cause of the difficulty of IT. The number of Grade 9 learners willing to offer IT as a subject in Grade 10 is decreasing and the number of learners pursuing IT until Grade 12 is declining in every school in South Africa annually. The aim of this research is to investigate methods that enhance teaching and learning Information Technology at a selected high school focusing on Grade12 learners. Although this work investigated many teaching and learning methods, it has come to be known that the hybrid system or method is the best to adopt and apply in teaching and learning of IT in high schools especially in the relevant target high school. Thirty (30) participants were sampled. Three (3) data collection instruments, which were questionnaires, interviews and observations were used. Results that were obtained from the use of these data collection instruments were recorded and analysed. Results from these instruments were compared and conclusions drawn. A major finding was that the hybrid system that combines both teacher-centered and learner-centered teaching approaches was able to enhance the teaching and learning of IT.<br>Science and Technology Education<br>M. Ed. (Natural Science Education)
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