Thèses sur le sujet « E-learning (electronic learning) »
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Mahadevan, Shankar. « A Learning Object Model For Electronic Learning ». Thesis, Virginia Tech, 2002. http://hdl.handle.net/10919/34060.
Texte intégralMaster of Science
Liška, Tomáš. « E-learning ». Master's thesis, Vysoká škola ekonomická v Praze, 2008. http://www.nusl.cz/ntk/nusl-9392.
Texte intégralSchmees, Markus. « Electronic Commerce im Technology Enhanced Learning / ». Edewecht OlWIR, Oldenburger Verl. für Wirtschaft, Informatik und Recht, 2007. http://deposit.d-nb.de/cgi-bin/dokserv?id=2982667&prov=M&dok_var=1&dok_ext=htm.
Texte intégralAlshammari, Mohammad. « Adaptation based on learning style and knowledge level in e-learning systems ». Thesis, University of Birmingham, 2016. http://etheses.bham.ac.uk//id/eprint/6702/.
Texte intégralSchlenk, Sonya. « E-Learning als Bestandteil einer E-Business-Strategie ». [S.l. : s.n.], 2003. http://www.bsz-bw.de/cgi-bin/xvms.cgi?SWB11675849.
Texte intégralJury, Thomas W. « Electronic Performance Support for E-Learning Analysis and Design ». NSUWorks, 2007. http://nsuworks.nova.edu/gscis_etd/621.
Texte intégralRautenbach, Linette. « An electronic learning (e-learning) readiness model for distance education in the workplace / L. Rautenbach ». Thesis, North-West University, 2007. http://hdl.handle.net/10394/1172.
Texte intégralThesis (Ph.D. (Education))--North-West University, Potchefstroom Campus, 2007.
Evans, Neil Davies. « Predicting user acceptance of electronic learning at the University of Zululand ». Thesis, University of Zululand, 2013. http://hdl.handle.net/10530/1317.
Texte intégralSince the beginning of the 21st century, the ubiquitous use of e-learning resources has changed the way information, especially multimedia information is being stored, accessed and disseminated in institutions of higher learning. These institutions constantly have to review instructional policies and technical frameworks to accommodate new pedagogies and educational technologies that are required to educate a generation of students with different learning styles and needs. This research followed a positivist epistemological belief and deductive reasoning by adopting the known and validated Unified Theory of Acceptance and Use of Technology (UTAUT) and validated its application within the contextual setting of the University of Zululand where it was used to predict the acceptance, behavioural intentions and usage behaviour of the primary users of e-learning resources. The study adopted a survey research design and a non-experimental statistical method was used to analyse the quantitative data. Partial Least Squares Structural Equation Modeling (PLS-SEM) and inferential statistics were used to predict the level of acceptance of e-learning by academic staff and students and show the strengths and significances of the postulated UTAUT relationships. From the results, the study anticipates the acceptance of e-learning resources by the majority of students and academic staff at the University of Zululand. Further UTAUT demonstrated moderate predictive accuracy and relevance in explaining behavioural intentions of students (Adjusted R2 = 0.39) and academic staff (Adjusted R2 = 0.41) to use e-learning resources, which was below the high accuracies found in Venkatesh et al. (2003) study, but comparable to the predictive strengths of the eight models used to make up the UTAUT model. The expected academic performance gains in primary users proved to be significant and the strongest direct effect on the primary users’ behavioural intentions to use e-learning resources at the University of Zululand. The students’ use behaviour of e-learning resources is most influenced by the direct effect of the facilitating conditions, then by their behavioural intentions, while the most influential indirect effects were performance and effort expectancies and lastly social influences. For academic staff, the direct effect of their behavioural intentions to use e-learning resources is the most influential on their use behaviour, followed by the indirect and direct effects of performance expectancy and facilitating conditions respectively, and then lastly the indirect effects of effort expectancy and social influences. The study concludes that these results indicate the importance of creating conducive facilitating conditions for students and positive behavioural intentions in academic staff to expedite the use of e-learning resources at the University of Zululand.
University of Zululand
Ghali, Fawaz. « Social personalized e-learning framework ». Thesis, University of Warwick, 2010. http://wrap.warwick.ac.uk/35247/.
Texte intégralShi, Lei. « Scaffolding for social personalised adaptive e-learning ». Thesis, University of Warwick, 2014. http://wrap.warwick.ac.uk/67201/.
Texte intégralWilliams, H. J. « Postgraduate perspectives of distance e-learning : a qualitative case study of online distance learning in occupational safety and health ». Thesis, University of Salford, 2004. http://usir.salford.ac.uk/2177/.
Texte intégralJanvier, William Alan. « WISDeM : a human computer interactive model for e-learning ». Thesis, Liverpool John Moores University, 2004. http://researchonline.ljmu.ac.uk/5650/.
Texte intégralKhwaldeh, Sufian M. I. A. « Implementation, use and analysis of open source learning management system 'Moodle' and e-learning for the deaf in Jordan ». Thesis, University of Central Lancashire, 2011. http://clok.uclan.ac.uk/5313/.
Texte intégralMeccawy, Maram. « A service-orientated architecture for adaptive and collaborative e-learning systems ». Thesis, University of Nottingham, 2009. http://eprints.nottingham.ac.uk/10684/.
Texte intégralConn, Samuel Steven. « A Methodology for Design and Development of an Electronic Learning (E-Learning) Network at the Regis University School for Professional Studies ». NSUWorks, 2009. http://nsuworks.nova.edu/gscis_etd/123.
Texte intégralTassi, Ahmad. « Electronic Learning Management System Integration Impact on Tertiary Care Hospital Learners' Educational Performance ». ScholarWorks, 2016. https://scholarworks.waldenu.edu/dissertations/2694.
Texte intégralGoss, Ryan Gavin. « Enabling e-learning 2.0 in information security education : a semantic web approach ». Thesis, Nelson Mandela Metropolitan University, 2009. http://hdl.handle.net/10948/909.
Texte intégralRayner, Linda Anne. « A critical evaluation of students' attitudes to electronic learning at the University of Chester ». Thesis, University of Chester, 2007. http://hdl.handle.net/10034/66897.
Texte intégralFranzoni, Velázquez Ana Lidia. « A proposed method for adapting and integrating student learning style, teaching strategies and electronic media ». Phd thesis, Institut National des Télécommunications, 2009. http://tel.archives-ouvertes.fr/tel-01048664.
Texte intégralTian, Yingchun. « A model-driven architecture based evolution method and its application in an electronic learning system ». Thesis, De Montfort University, 2012. http://hdl.handle.net/2086/7974.
Texte intégralShiratuddin, Norshuhada. « Innovative features of e-books and e-book builders : potential learning and authoring tools for the Malaysian smart school environment ». Thesis, University of Strathclyde, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.269894.
Texte intégralByers, Albert S. « Examining Learner-Content Interaction Importance and Efficacy in Online, Self-Directed Electronic Professional Development in Science for Elementary Educators in Grades Three–Six ». Diss., Virginia Tech, 2010. http://hdl.handle.net/10919/40430.
Texte intégralPh. D.
Chinyamurindi, Willie Tafadzwa. « An investigation into e-learning acceptance in selected South African companies ». Thesis, Nelson Mandela Metropolitan University, 2007. http://hdl.handle.net/10948/487.
Texte intégralBarty, Karin, et edu au jillj@deakin edu au mikewood@deakin edu au kimg@deakin. « Students' experiences of e-learning at school ». Deakin University. School of Education, 2001. http://tux.lib.deakin.edu.au./adt-VDU/public/adt-VDU20040614.145900.
Texte intégralMapundu, Michael Tonderai. « Electronic portfolios to enhance the learning experience of scholars at private tertiary institutions in south africa ». Thesis, Vaal University of Technology, 2016. http://hdl.handle.net/10352/383.
Texte intégralEidson, Lisa Ayrdrie Kathleen. « Barriers to e-learning job training government employee experiences in an online wilderness management course / ». Diss., [Missoula, Mont.] : The University of Montana, 2009. http://etd.lib.umt.edu/theses/available/etd-01222010-102048.
Texte intégralZareekbatani, Alireza. « Technology and L2 writing : EFL student perspectives on electronic feedback using online learning logs ». Thesis, University of Exeter, 2015. http://hdl.handle.net/10871/17297.
Texte intégralAmin, Khizer, et Mehmood ul haq Minhas. « Facebook Blocket with Unsupervised Learning ». Thesis, Blekinge Tekniska Högskola, Institutionen för tillämpad signalbehandling, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-1969.
Texte intégralAl-Youssef, Ibrahim Y. « Student Acceptance and Use of Internet-Based Distance Education in Saudi Electronic University (SEU) : A Mixed Method Study ». Ohio University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1424175265.
Texte intégralAlbert, Kristen A. « An e-portfolio model for learning, assessment, and employment in teacher education at West Chester University of Pennsylvania ». Access to citation, abstract and download form provided by ProQuest Information and Learning Company ; downloadable PDF file 1.51 Mb., 178 p, 2006. http://wwwlib.umi.com/dissertations/fullcit?3220632.
Texte intégralVyroubalová, Ivana. « Moderní metody výuky Teorie obvodů ». Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2007. http://www.nusl.cz/ntk/nusl-412785.
Texte intégralFriday, Kate. « Learning from e-family history : online research behaviour and strategies of family historians and implications for local studies collections ». Thesis, Robert Gordon University, 2012. http://hdl.handle.net/10059/734.
Texte intégralHammarbäck, Axel. « The effectiveness of video-based training of an electronic medical record system : An exploratory study on computer literate health workers in rural Uganda : Ändamålsenligheten hos videobaserad undervisning av ett elektroniskt patientjournalsystem : en explorativ studie av datorvana sjukvårdsarbetare på Ugandas landsbygd ». Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-169642.
Texte intégralGonzález, Luisa Aleyda Garcia. « Um modelo conceitual para aprendizagem colaborativa baseada na execução de projetos pela Web ». Universidade de São Paulo, 2005. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-16022006-074253/.
Texte intégralEngineering Education in e-learning environments demands the implementation of practical methods that facilitates learning of contents of the type: procedures and attitudes by means of action, of the interaction among participants and the integration of knowledge of different fields. This learning can only be effective in significant contexts and from specific situations that are stimulated by using the project method. The effectiveness of this method is reached when used of preference in groups; in such a way that a participant learns with another by sharing resources and knowledge and acquiring or exercising a set of personal abilities, which are necessary for the professional work of the engineer. In spite of the well-recognized importance of the project method for collaborative e-learning, no comprehensive guidelines have yet been set out for distance education. This scenario represented the main motivation to propose a conceptual Model for Collaborative e-Learning Based on the execution of Web supported Projects (MAC-BP). This model is organized in three sub models related among them representing the creation, the execution, and the support of the collaborative instructional activities used in Engineering Teaching. One model is devoted to plan the activities and responsibilities of the specialist, the person in charge of the elaboration of contents and planning the activities of the group based on the project method. The second is a collaborative model aiming to formalize the coordination of the interactions among the members of the group, through a finite automaton. The last model is conceived as a supporting environment to the collaborative instructional activities aiming to integrate the functionalities required by CSCL (Computer Supported Cooperative Learning) environments, some of them already existing, however highly scattered among the available systems for supporting collaboration. On the other hand, the conception of instructional activities for groups is a time-consuming task and constitutes a laborious process. In general, the creation of the involved resources in a specific learning action is intimately related to the format of the tool used for its creation and management, making difficult to reuse the educational elements in new applications. This is a additional motivation to intend to make some contribution to this field. In this work, the shareable elements of collaborative learning (objects and actions) involved in the model MAC-BP are identified. In addition, a set of technical specifications is suggested for the elaboration and use of these elements, according to ADL-SCORM and IMS-LD specifications previously reported for the EAD model focused on individual learning. In summary, the two proposals showed in this work intend to contribute to the efforts of standardization of resources and procedures in order to support the teaching-learning process by means of electronic systems conceived to support the collaborative learning in the investigation of CSCL systems. These proposals indicate ways to innovate the pedagogical process, and constitute guides for instructors to develop new applications of project-based collaborative learning and the elaboration of the involved instructional elements. In addition, the proposals give a solution to the coordination of group collaborative interactions during the execution of projects and represent a support to collaborative learning in Engineering.
Jayal, Ambikesh. « Framework to manage labels for e-assessment of diagrams ». Thesis, Brunel University, 2010. http://bura.brunel.ac.uk/handle/2438/4496.
Texte intégralChagas, Artur Alves de Oliveira. « O transbordamento do lúdico e da biopolítica em jogos Massive Multiplayer online : um estudo sobre World of Warcraft ». Universidade de São Paulo, 2010. http://www.teses.usp.br/teses/disponiveis/48/48134/tde-30082010-104541/.
Texte intégralThe segment of computer games called Massively Multiplayer Online, in which thousands of people can be connected simultaneously, are taken as examples of current collective games. From the analysis of Michel Foucault\'s biopolitics, are investigated the identity constructions of individuals, social roles and commitments with other players and the learning and disciplines reinforced in such games, with reference to the game World of Warcraft, the most popular of this genre, today. The fieldwork was carried out with players and with the official websites of the selected game, through which the regimes of truths that concern us here. Cyberculture is understood in this work as a condition of social engineering that reconfigures the distances and the physical and temporal boundaries, reinforcing ways of subjection ever more individualized and referenced by speeches of sprawling groups. The type of game considered in this work, in addition to become popular by employing tools and practices peculiar to the new electronic technologies, favors the analysis that the forms of government and control over life are increasingly refined, overflowing by all planes of existence. Such analysis allows the questioning of scientific discourse, mainly in the last decade, about practices among subjects involving games, and mainly when referring to practices in education and learning.
Pontin, Gabriela. « Jogos eletrônicos e movimento : transformando o digital em real nas aulas de educação física ». reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2017. http://hdl.handle.net/10183/178212.
Texte intégralThe present study aims to investigate potentials in the interlocution between electronic games and Physical Education classes. In the first chapter, this research specifically addresses the concept of technology and its relationship with childhood, where it seeks to investigate the digital world, trying to understand how information and communication digital technologies and electronic games can be present in everyday school life, through an indirect and bibliographical research with dialectical method approach. The second chapter seeks to portray the electronic games and gamification in the school context in order to investigate whether the use of electronic games helps in the objectives of Physical Education. The methodology used in this research is mixed, with the qualitative approach based on the analysis of authors such as Gee (2008), McGonigal (2012), Shafer (2005), among others. When it comes to quantitative approach, two questionnaires were applied to 94 students of the third year of an elementary school in Caxias do Sul, RS. The results of the collected data generate a reflection on the contributions that electronic games can provide for a more pleasurable learning, to reach the objectives of Physical Education.
Pinto, Marcos Roberto. « Educação com entretenimento : um experimento com simcity® para curtir e aprender contabilidade governamental ». Universidade de São Paulo, 2014. http://www.teses.usp.br/teses/disponiveis/12/12136/tde-24062014-160249/.
Texte intégralThis study has as its general goal to analyze the effects of the use of games and simulations in educational activities as well as its contribution to the composition of an instructional environment that promotes increased levels of motivation and performance in the learning process. The relevance of this issue takes place due to the mismatch between the demands of the students who were born in the area of digital devices, and the offering of methodologies which are still based on conventional strategies. Thus, the motivation for this research appears, seeking evidence on the consequences of the use of the electronic game SimCity in the implementation of instructional activities in government accounting discipline. For this purpose, the quasi-experimental method was used, with the formation of an experimental group and a control group. The differences regarding the levels of performance were collected by conducting an initial observation (pre-test) and a final observation (post-test). From the accessible population of the research, a sample was extracted with data that were exposed to parametric statistical tests. In relation to the qualitative variable of motivation, data collection was performed by application of the ARCS model, developed by Keller, who introduced measures for motivation, based on partial results regarding the dimensions of Attention, Relevance, Confidence, and Satisfaction. The conclusions indicate that there are positive effects for the implementation of electronic games, in the creation of instructional environments, when comparisons were performed considering the results achieved with the application of conventional techniques in the implementation of instructional processes.
Riedel, Jana, Susan Berthold et Kathrin Möbius. « Mehr Feedback für bessere Lehre. Möglichkeiten des E-Assessments ». Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2017. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-217417.
Texte intégralRiedel, Jana, Susan Berthold et Kathrin Möbius. « Mehr Feedback für bessere Lehre. Möglichkeiten des E-Assessments ». Technische Universität Dresden, 2016. https://tud.qucosa.de/id/qucosa%3A30112.
Texte intégralSoares, Ricardo Dantas. « Jogos eletrônicos e o processo educativo de jovens alunos ». Pós-Graduação em Letras, 2018. http://ri.ufs.br/jspui/handle/riufs/8200.
Texte intégralMuito se discute sobre o papel dos jogos eletrônicos na vida de jogadores na sociedade atual. Sabemos que são instrumentos lúdicos presentes no ambiente familiar, no entanto, questionamos se eles contribuem para o conhecimento e aprendizagem de jogadores. Por isso, este trabalho tem por objetivo investigar conhecimentos que os jogadores estão adquirindo ao jogar. O público-alvo para análise são jogadores-estudantes do ensino médio de uma escola privada de Aracaju. Identificamos que os jogadores analisados afirmam aprender vocabulários da língua inglesa enquanto jogam, ainda que este não seja seu objetivo, o que lhes facilita as jogadas e a leitura de textos escritos em língua inglesa. Nessa questão, adentramos em outras perspectivas de aprendizagem em jogos que ultrapassagem a aprendizagem da língua inglesa, como a questão educativa. Para dar alicerce à pesquisa, nosso aporte teórico considera as discussões sobre aprendizagem e letramento em jogos (GEE, 2007a, 2007b, 2005, 2004), educação e escolarização (ANDREOTTI; SOUZA, 2007), práticas educativas em jogos (SQUIRE, 2006) e aprendendo a aprender (WIRTH; PERKINS, 2008) para significativas formas de aprendizagem, dentre outros autores. A metodologia abordada está delimitada nos estudos em análise qualitativa (NEVES, 2006), enquanto que o levantamento de dados está circunscrito a entrevistas gravadas e questionários escritos. Podemos perceber, no contexto dos envolvidos, aprendizagens sobre questões de conteúdos escolares e, ao mesmo tempo, formações educativas, como a superação de problemas de humor, timidez, além de conscientização ética e social.
São Cristóvão, SE
Riedel, Jana, Susan Berthold et Kathrin Möbius. « Mehr Feedback für bessere Lehre. Möglichkeiten des E-Assessments ». Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2018. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-231726.
Texte intégralKubeš, Tomáš. « Posouzení technických, ekonomických a personálních aspektů e-vzdělávání v LS SAP v ČSOB ». Master's thesis, Vysoká škola ekonomická v Praze, 2008. http://www.nusl.cz/ntk/nusl-9158.
Texte intégralSoares, Wilka Catarina da Silva. « A aprendizagem de ingl?s mediada por jogos eletr?nicos do tipo MMORPG ». Universidade Federal do Rio Grande do Norte, 2013. http://repositorio.ufrn.br:8080/jspui/handle/123456789/16264.
Texte intégralMassively Multiplayer Online Role-Playing Games (MMORPGs) are role-playing games that, through the Internet, can integrate thousands of players interacting at the same time in at least one virtual world. This way, these games can provide, further than fun, a greater familiarity with the additional language and opportunity to improve the linguistic proficiency in a real context. Hence, what is proposed in this study is extended knowledge about the learning of an additional language mediated by MMORPGs for teachers to know how, if relevant, to present, use or encourage this practice to their students. Based on this major purpose, we seek to answer the following research questions: (a) what distinguishes the learning profile of the gamers and non-gamers; (b) if MMORPGs can, through a hybrid and systematic approach, assist the development of proficiency of the additional language and (c) what the think-aloud protocols show about the learning mediated by the MMORPG Allods Online. Following an experimental method (NUNAN, 1997), 16 students of the curricular component Reading and Writing Practices in English Language have comprised the control group and 17 students of the same class formed the experimental group and were submitted to a pre and post-test adapted from the Key English Test (KET) by the Cambridge University (2008). The tests were conducted before and after a period of 5 weeks of 3 hours of practice with Allods Online a week (experimental group), and classes of the curricular component (both groups). A quantitative analysis of the questionnaires about the exposure to English profiles of the participants, a quantitative analysis of the tests scores and a qualitative analysis of the thinkaloud protocols collected during the experiment were conducted based on the theories of (a) motivation (GARDNER, 1985, WILLIAMS & BURDEN, 1997, BROWN, 2007, HERCULANO-HOUZEL, 2005); (b) active learning (GASS, 1997, GEE, 2008, MATTAR, 2010); (c) interaction and collaborative learning (KRASHEN, 1991, GASS, 1997, VYGOTSKY, 1978); (d) situated learning (DAMASIO, 1994; 1999; 2003, BROWN, 2007, GEE, 2003) and (e), tangential learning (PORTNOW, 2008; MATTAR, 2010). The results indicate that the participants of the experimental group (gamers) seem to be more engaged in tangential English learning activities, such as playing games, listening to music in English, communicating with foreigners and reading in English. We also deduced that the period of experiment possibly generated positive results on the gamers proficiency scores, mainly in the parts related to orthographic development, reading and comprehension, writing with focus on content and orthographic accuracy. Lastly, the think-aloud protocols presented evidences that the gamers have engaged in active English language learning, they have interacted in English with other players, and learned linguistic aspects through the experience with the MMORPG Allods Online
Os Massively Multiplayer Online Role-Playing Games (MMORPGs) s?o jogos de interpreta??o de personagem que, atrav?s da Internet, podem integrar milhares de jogadores interagindo ao mesmo tempo em pelo menos um mundo virtual. Desta forma, esses jogos podem proporcionar, al?m de divers?o, um maior conv?vio com a l?ngua inglesa e a oportunidade de aprimorar a profici?ncia lingu?stica dentro de um contexto real. Por isso, o que se prop?e neste estudo ? um maior conhecimento sobre a aprendizagem de l?ngua adicional mediada por MMORPGs para que os professores saibam como, se relevante, apresentar, utilizar ou incentivar essa pr?tica junto a seus alunos. Com base neste objetivo principal, procuramos responder as seguintes perguntas de perquisa: (a) o que distingue o perfil de exposi??o ? l?ngua inglesa dos gamers e non-gamers; (b) se os MMORPGs podem, por meio de uma pr?tica h?brida e sistem?tica, auxiliar no desenvolvimento da profici?ncia na l?ngua adicional e (c) o que os protocolos think-aloud evidenciam acerca da aprendizagem mediada pelo MMORPG Allods Online. Seguindo o m?todo experimental (NUNAN, 1997), 16 alunos do componente curricular Pr?ticas de Leitura e Produ??o Escrita em L?ngua Inglesa fizeram parte do grupo controle e 17 alunos da mesma turma compuseram o grupo experimental e foram submetidos a um pr? e p?s-teste adaptados do Key English Test (KET) da Universidade de Cambridge (2008). Os testes foram administrados antes e depois de um per?odo de 5 semanas com 3 horas por semana de experimento com o game Allods Online (grupo experimental), e de aulas do componente curricular (ambos os grupos). Uma an?lise quantitativa dos question?rios sobre os perfis de exposi??o ? l?ngua inglesa dos participantes, uma an?lise quantitativa das notas dos testes e uma an?lise qualitativa de protocolos thinkaloud coletados durante o experimento foram feitas com base nas teorias de (a) motiva??o (GARDNER, 1985, WILLIAMS & BURDEN, 1997, BROWN, 2007, HERCULANOHOUZEL, 2005); (b) aprendizagem ativa (GASS, 1997, GEE, 2008, MATTAR, 2010); (c) intera??o e aprendizagem colaborativa (KRASHEN, 1991, GASS, 1997, VYGOTSKY, 1978); (d) aprendizagem situada (DAMASIO, 1994; 1999; 2003, BROWN, 2007, GEE, 2003) e (e), aprendizagem tangencial (PORTNOW, 2008 E MATTAR, 2010). Os resultados indicam que os participantes do grupo experimental (gamers) parecem ser mais engajados em atividades tangenciais de aprendizagem de l?ngua inglesa, como jogar games, ouvir m?sica em ingl?s, comunicar-se com estrangeiros e ler em ingl?s. Tamb?m conclu?mos que o per?odo de experimento pode ter gerado resultados positivos nas notas dos testes dos gamers, principalmente nas partes relacionadas (a) ao desenvolvimento ortogr?fico, leitura e interpreta??o; (b) ? escrita com foco no conte?do e (c) ? acur?cia ortogr?fica. Por fim, os protocolos think-aloud apresentam evid?ncias de que os gamers engajaram-se na aprendizagem ativa de l?ngua inglesa, interagiram em ingl?s com outros jogadores e aprenderam aspectos lingu?sticos atrav?s da experi?ncia com o MMORPG Allods Online
Fuller, Chevita. « Refining Computerized Physician Order Entry Initiatives in an Adult Intensive Care Unit ». ScholarWorks, 2014. https://scholarworks.waldenu.edu/dissertations/115.
Texte intégralJacober, Eduardo Costa. « Proposta e implementação de uma interface para motores de jogos interativa e centrada no usuário ». Universidade de São Paulo, 2007. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-27072007-165629/.
Texte intégralGame engines are tools to aid the development of computer and video games through software reuse. Once born in a technological environment, present game engines, either commercial or not, are normally worried more about the number of implemented features than usability issues. These characteristics may extend the period of learning-time. To address the goal of better adapting a didactic game engine to pedagogical needs, this study proposes an interactive interface for engines called Game Wrench, following Computer-Human Interface methods. Being multidisciplinary fields, a theoretical base on the related subjects is presented, starting with a precise definition for the concept of gaming. Undergraduate students of Escola Politecnica da USP enrolled in a Computer Graphics course where they develop games using a didactic engine called enJine, compose the specific scenario for which this programming environment was developed. Using paper prototypes, usability tests were conducted with some of these students, generating a list of guidelines for implementing this interface. A preliminary Java version of the interface was made available, generating results and contribution throughout the design process, such as design artifacts (personas, scenarios), programming tools (GAML specification, enJine classes, specialized widgets) and guidelines for the methodology adopted (heuristic evaluation, paper prototypes, usability tests).
Gomes, Tiago Salgado Magalhães Taveira. « Reinforcement Learning for Primary care e Appointment Scheduling ». Dissertação, 2017. https://repositorio-aberto.up.pt/handle/10216/108395.
Texte intégralGomes, Tiago Salgado Magalhães Taveira. « Reinforcement Learning for Primary care e Appointment Scheduling ». Master's thesis, 2017. https://repositorio-aberto.up.pt/handle/10216/108395.
Texte intégralKu, Wen-Mei, et 顧文美. « The Needs Assessment of the Functions in e-portfolio2.0 : Electronic Learning Assessment System ». Thesis, 2014. http://ndltd.ncl.edu.tw/handle/kz4w64.
Texte intégral淡江大學
教育科技學系碩士在職專班
102
Abstract: Electronic portfolio (e-portfolio) has been developed at many universities in Taiwan. The majority treats e-portfolio as a showcase to present works, certainly without focusing on the real assessment for student''s learning. New theories of assessment underlie cognitive and social-constructivist learning theories aim to higher order thinking, problem solving skills, and self-evaluation. Portfolio is one of the methods highly match to new assessment theories. DiBiase (2002) indicated the core value of the portfolio is reflection, feedback, and self-improving. In here, e-portfolio 2.0 concept integrates the core value of the portfolio and the new theories of curriculum, learning and assessment into our concept. Therefore, this paper redefined e-portfolio 2.0 Learning Assessment System as a all in one system which combines showcase, learning process, and assessment purposes for both teacher and student to build a design framework of e-portfolio 2.0 Learning Assessment System. This system divides into three parts, including showcase, assessment function and the evidence of learning process. Also, e-portfolio 2.0 Learning Assessment System collects the evidences of learning and facilitates personal plans. Besides, this system adapts to handheld devices with context-awareness concept which enable users to learn anytime, anywhere.
Cardoso, José Alberto de Carvalho. « Avaliação Automática de Programas em Contexto de E-learning ». Dissertação, 2017. https://repositorio-aberto.up.pt/handle/10216/106222.
Texte intégralTodays' society is linked with technology. Several activities of our day-to-day are both directly linked and dependent on the technological world. This becomes more evident in the MIEIC's context, where the entire academic course is related to software in such way that all the skills learned by the students are developed through and for technology.Thus, in the set of automatic methods already implemented in the course, there are realities that don't fit in the ideology of automation: the process of correcting exercices. In curricular units like Laboratório de Programação Orientada a Objectos (LPOO) and Microprocessadores e Computadores Pessoais (MPCP), students use IDEs to solve programming exercises. However, the correction process is essentially manual, requiring a significant effort from the teachers and an increased dwell time of the students to receive feedback.Thus, the objective of this dissertation is to develop a web platform that allows the automaticly evaluate the programs developed by the students in an exam context. The platform shall allow students to submit their code and then, in a controlled and secure environment (protected against malicious code and / or infinite cycles), execute the code and a battery of tests (made available by the teacher) comparing the returned output of the program with the expected one. Finally, the platform shall present the results automatically to the student, as well as the statistics related to the execution time.This dissertation will involve, at an early stage, a study of the several existing tools and frameworks that allow, under different contexts, to evaluate automatically source code such as Mooshak or SPOJ with the aim of identifying strengths that can be integrated with Moodle. Subsequently, the platform will be developed following an iterative process, in 3 phases: development of a server that will allow the submission of code and battery of tests by the student and the teacher, respectively; development of the server-side environment responsible for evaluating the code and return of that same evaluation; development of the expected and obtained output visualization interface and execution statistics.The tool will be validated using real contexts, MPCP and LPOO classes. It is likely that the platform will be useful in the code evaluation process, where the main objective is to provide an environment more conducive to students and more secure and automatic for teachers.