Tesi sul tema "Cooperative and collaborative learning"
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Miao, Yongwu. "Design and implementation of a collaborative virtual problem-based learning environment". Phd thesis, [S.l. : s.n.], 2000. http://deposit.ddb.de/cgi-bin/dokserv?idn=960586490.
Testo completoWei, Qiang. "Studies on decentralized cooperative learning systems for logistics planning and collaborative control". 京都大学 (Kyoto University), 2004. http://hdl.handle.net/2433/145353.
Testo completoTapper, Johan. "Teacher perceptions of the pedagogical value of collaborative and cooperative teaching strategies and how teachers use them in the English classroom". Thesis, Örebro universitet, Institutionen för humaniora, utbildnings- och samhällsvetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-69294.
Testo completoCastle, Thomas Dee Jr. "The Impact Of Cooperative Learning On The Development Of Need For Cognition Among First-Year College Students". Diss., University of Iowa, 2014. https://ir.uiowa.edu/etd/1437.
Testo completoAghaee, Naghmeh. "Social Media Use in Academia : Campus Students Perceptions of How Using Social Media Supports Educational Learning". Thesis, Uppsala University, Department of Informatics and Media, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-130895.
Testo completoTraditional education system on campus has been using as a legacy over decades to support educational learning. The major change over time has been made by the use of technology supporting students in the academic community. As the majority of students in higher education today belong to the digital-age-student generation, they frequently use online technology to interact with instructors, other learners, and to access online materials. In this study, the result is primarily presented from campus students’ perceptions, to gain a deeper understanding of how social media is being used to support educational and collaborative/cooperative learning. Although, almost all the respondents are frequent social media users, only a quarter of them use such media regularly for academic purposes. Through use of social media in academia, students have encountered with benefits─ as convenience, possibility of interaction anywhere/anytime, time-saving, low price and many others─ in addition to facing to limitations─ such as less effective or spontaneous contact, connection problems, lack of platform compatibility, less creative and innovative thinking, and other issues─ which have been discussed in this study.
This thesis adopted a qualitative research and the characterization of knowledge that is used is exploratory research method with the use of interview as a tool for empirical data collection. Twenty interviews have been conducted with Uppsala University higher education students within random subject disciplines. Among many different social media, the most frequent ones used by majority of students are e-mail, a common asynchronous media to interact with instructors and other learners; and Instant Messaging (IM), a synchronous communication way to interact with co-workers, classmates, or group-mates. Furthermore, learners use social media to coordinate their collaborative/cooperative work, share documents and ask questions. Facebook, Wikipedia, YouTube and other popular social media are also sometimes used for educational purposes.
The findings indicate that social media seems particularly beneficial for supporting educational learning; though there are some negative aspect and limitations. Learners look at using the technology and social media as a complement to support their studies and collaboration/cooperation. However, not many of them consider using such media as a substitute for face-to-face interactions and the traditional campus education. By drawing on this thesis and the previous studies, proposition on how use of social media supports educational learning in the future has been emerged.
Armstrong, Marilyn Christine. "Perceptions on Collaborative Learning: A Case Study of Female Community College Instructors". Scholar Commons, 2011. http://scholarcommons.usf.edu/etd/2990.
Testo completoJones, Christopher Richard. "Context, content and cooperation : an ethnographic study of collaborative learning online". Thesis, Manchester Metropolitan University, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.267538.
Testo completoAssini, Kathleen. "High School Teachers' Motivation and Strategies for Effectively Implementing Cooperative Learning". ScholarWorks, 2018. https://scholarworks.waldenu.edu/dissertations/5822.
Testo completoScott, Hannah Jeanne. "Breaking silences through collaborative actions : exploring ways to empower students with learning difficulties". Thesis, University of Manchester, 2012. https://www.research.manchester.ac.uk/portal/en/theses/breaking-silences-through-collaborative-actions-exploring-ways-to-empower-students-with-learning-difficulties(8566a442-eec8-42f4-8381-114f0d735dad).html.
Testo completoHahn, Jan Hendrik. "Paarassessering teenoor individuele assessering in rekenaarprogrammering / Jan Hendrik Hahn". Thesis, North-West University, 2008. http://hdl.handle.net/10394/764.
Testo completoThesis (M.Ed.)--North-West University, Potchefstroom Campus, 2008.
Roselli, Néstor. "Collaborative construction using chat in different tasks". Pontificia Universidad Católica del Perú, 2012. http://repositorio.pucp.edu.pe/index/handle/123456789/101459.
Testo completoEl objetivo fue caracterizar la interacción colaborativa de díadas, a través del chat, en seis tareas cognitivas: resolver un problema lógico, elaborar una historia, leer una tabla de datos, ordenar jerárquicamente opiniones, brindar una explicación científica de un hecho fáctico e interpretar un texto literario. La hipótesis central era que el tipo de tarea implica distintos tipos de intercambio colaborativo. Se examinaron 11 díadas de estudiantes universitarios. Los resultados muestran diferencias muy significativas entre las seis tareas en lo que hace al patrón sociocognitivo, sobre todo entre las tareas lógico-inteligentes y las tareas abiertas o interpretativas. Finalmente, hay diferencias muy notorias en la evaluación metacognitiva que hacen los participantes del grado de dificultad e interés de cada tarea.
Noguera, Fructuoso Ingrid. "Indicators for teachers to design learning tasks for computer-supported collaborative production of knowledge". Doctoral thesis, Universitat de Barcelona, 2011. http://hdl.handle.net/10803/96265.
Testo completoLa investigación en aprendizaje colaborativo mediado por ordenador demuestra que proponer a los estudiantes trabajar en grupo no implica aprender mejor o mayor motivación. Es esencial diseñar tareas de aprendizaje apropiadas y un apoyo pedagógico y tecnológico adecuado. El objetivo de esta investigación es identificar indicadores pedagógicos en el diseño y apoyo de tareas de construcción del conocimiento colaborativo en educación a distancia. Realizamos un estudio de caso en la Universitat Oberta de Catalunya en el que llevamos a cabo dos experimentos: el primero centrado en cómo los profesores diseñan y apoyan tareas colaborativas en línea y, el segundo, basado en el control ejercido sobre las tareas. Como resultado de la investigación, caracterizamos el tipo de tareas que promueven el aprendizaje colaborativo, el papel y funciones del profesor en el apoyo de este tipo de tareas, e identificamos diferentes etapas en la regulación de las tareas. Basándonos en estos resultados, proponemos indicadores pedagógicos para el diseño y apoyo de tareas colaborativas en línea divididos en 4 etapas: 1) diseño de la tarea y preparación individual, 2) organización de la tarea y negociación grupal, 3) realización de la tarea y construcción colaborativa del conocimiento, y 4) evaluación crítica.
Pitt, Christine Ann, e n/a. "An exploration of groupware as an enabling technology for the learning organisation". University of Canberra. Information Sciences & Engineering, 2003. http://erl.canberra.edu.au./public/adt-AUC20060427.100120.
Testo completoDeignan, Ryan P. "K-12 music teacher-to-teacher collaboration in Iowa : an exploratory pilot study". Thesis, University of Iowa, 2017. https://ir.uiowa.edu/etd/5928.
Testo completoKim, Kibum. "The Effects of Handheld Network Service "Look" on the Acquisition of Common Ground". Diss., Virginia Tech, 2007. http://hdl.handle.net/10919/26047.
Testo completoPh. D.
Picanço, Wollace de Souza. "FDRobô: um framework didático para auxiliar o ensino de linguagem de programação adaptada ao método de aprendizagem cooperativa e competitiva". Universidade Federal do Amazonas, 2016. http://tede.ufam.edu.br/handle/tede/5409.
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FAPEAM - Fundação de Amparo à Pesquisa do Estado do Amazonas
The production of new approaches using the technological resources in the teaching-learning process has grown in the educational environment. Therefore, the use of educational applications focused on robotics, is facilitating learning in education. However, engineering students, specifically in the discipline of programming languages are difficult to learn the standardized method to communicate instructions to a computer station. This dissertation addresses the frames of dedicated resources and methods of cooperative-competitive learning in order to facilitate the process of learning programming languages. It also seeks to define a software architecture to manipulate a robot in the real learning environment. The purpose is to promote a tool to assist in interpreting programming language instructions by a robot. The architecture definition process and set of methods to manipulate the robot was held to assist the difficulties encountered in students the discipline of programming languages. From these findings, it was possible to develop a system model, specific to the C programming language The prototype built in this paper is different from commercial products, because it took into account the adaptation of cooperative and competitive learning method. We attempted to offer an option that facilitates the editing of source code and its interpretation as to its use in the teaching-learning process. The evaluation process of the prototype was carried out by the methods of Usability Engineering. Based on results of experiments show that the environment has contributed to the process of teaching-learning programming languages. Therefore, the usability of the measurement criteria established by the ISO 9241 standard, claim that the proposal is another tool I support technological resources that can be used in education.
A produção de novas abordagens utilizando os recursos tecnológicos no processo de ensino-aprendizagem vem crescendo no ambiente educativo. Por conseguinte, o uso de aplicações educativas voltada para a robótica, vem facilitando a aprendizagem na educação. No entanto, alunos de engenharia, especificamente na disciplina de linguagens de programação encontram dificuldades em aprender o método padronizado que comunicar instruções para um computador. Esta dissertação aborda o uso de frameworks dedicados e métodos de aprendizagem cooperativa-competitiva com a finalidade de facilitar o processo de ensino de linguagens de programação. Além disso, visa definir uma arquitetura de software para manipular um robô no ambiente real de aprendizagem. O propósito é promover uma ferramenta que auxilie na interpretação das instruções de linguagem de programação por meio de um robô. O processo de definição da arquitetura e do conjunto de métodos para manipular o robô, foi realizado para auxiliar as dificuldades encontradas nos estudantes da disciplina de linguagens de programação. A partir dessas verificações, foi possível elaborar um modelo de sistema, específico para linguagem de programação C. O protótipo construído neste trabalho se diferencia de produtos comerciais, pois se levou em consideração a adaptação do método de aprendizagem cooperativa e competitiva. Buscou-se oferecer uma opção que facilitasse a edição do código-fonte e de sua interpretação quanto ao seu uso no processo de ensino-aprendizagem. O processo de avaliação do protótipo foi realizado por meio dos métodos da Engenharia da Usabilidade. Os resultados obtidos nos experimentos demonstram que o ambiente contribuiu para o processo de ensino-aprendizagem de linguagens de programação. Portanto, os critérios de medição da usabilidade estabelecidos pela norma ISO 9241, afirmam que a ferramenta proposta é mais um apoio de recursos tecnológicos que pode ser utilizada na educação.
van, Niekerk Johan. "An industry-responsive model of professional practice for industrial design : a work-integrated learning case study at a local University of Technology". Thesis, Cape Peninsula University of Technology, 2016. http://hdl.handle.net/20.500.11838/2395.
Testo completoEconomic recession and job scarcity has led to a decline in the demand for design services. Graduates in all fields are faced with the risk of unemployment beyond graduation, with youth unemployment rates in South Africa and globally at alarming levels. The evolving social and economic challenges of our times place increasing pressure on the responsibility of higher education institutions to design learning experiences that adequately prepare graduates for the world of work, whether in employment or in entrepreneurial self-employment. However, there is a significant gap between universities’ supply and industry’s demand for graduates with the desired attributes, which research shows include not only subject-specific knowledge and skills, but particularly ‘soft skills’ that make an employee effective at work. The paradox of students graduating without professional experience can be overcome through approaches such as work-integrated learning, which embed the lessons of professional practice into design education curricula. This research project examines a case study of work-integrated learning at a South African university of technology in order to develop an industry-responsive model of professional practice in Industrial Design education. The case examined is the “R5K project”, a year-long group project in BTech Industrial Design in which students are challenged – simulating the world of work - to design, develop, manufacture, market and sell a product, and earn at least ZAR 5 000. This research set out to assess the extent to which the project effectively prepared students for work.
Pinheiro, Ricardo Silvério Gomes. "Robótica educacional e ensino de Química no curso de Engenharia Civil: um perspectiva para aprendizagens colaborativa e cooperativa". Universidade Federal de Goiás, 2018. http://repositorio.bc.ufg.br/tede/handle/tede/8706.
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This work is a case study research, whose main objective was to identify if there is teaching and learning of concepts of electrochemical corrosion in the Civil Engineering course of collaborative way through educational robotics. The proposal presented here was developed with students of the Civil Engineering course of the Faculty of Iporá-GO, who were responsible for discussing, planning and making a robot using chemistry knowlegde, electronic, mechanical and software for application in the Civil Engineering, as the identification of electrochemical corrosion in reinforced concrete structures. After analysis the speaks of students and teacher and gestural expressions of the group, we identify that there was teaching and learning, of forms collaborative and cooperative. We discuss concepts of collaboration and cooperation based on Genetic Epistemology and other authors that approach structuralist constructivism. In the course of the work we suggest terms such as doubts, suggestions, collaborative pyramid, collaborative pine, syntactic categories, semantic categories and others that allowed us to identify how teaching and learning occurred during and after the process preparation and confection of the robot.
Este trabalho é uma pesquisa de estudo de caso cujo objetivo principal foi identificar se há ensino e aprendizagem de conceitos de corrosão eletroquímica no curso de Engenharia Civil de forma colaborativa através da robótica educacional. A proposta aqui apresentada foi desenvolvida com alunos do curso de Engenharia Civil da Faculdade de Iporá-GO, que foram responsáveis por discutir, planejar e construir um robô utilizando os conhecimentos de química, eletrônica, mecânica e software para aplicação na Engenharia Civil, como a identificação de corrosão eletroquímica em estruturas de concreto armado. Após análise das falas de alunos e professor e expressões gestuais do grupo, identificamos que houve ensino e aprendizagem de formas colaborativa e cooperativa. Discutimos conceitos de colaboração e cooperação baseados na Epistemologia Genética e outros autores que abordam o construtivismo estruturalista. No decorrer do trabalho, sugerimos termos como dúvidas, sugestões, pirâmide colaborativa, pinheiro colaborativo, categorias sintáticas, categorias semânticas e outros que nos permitiram identificar como o ensino e a aprendizagemocorreram durante e após os processos de planejamento e confecção do robô.
Rauscher, Willem Johannes. "The technological knowledge used by technology education students in capability tasks". Thesis, Pretoria : [s.n.], 2009. http://upetd.up.ac.za/thesis/available/etd-09242009-224216.
Testo completoMaia, Dennys Leite. "Aprendizagem docente sobre estruturas multiplicativas a partir de uma formação colaborativa apoiada em tecnologias digitais". reponame:Repositório Institucional da UFC, 2016. http://www.repositorio.ufc.br/handle/riufc/21156.
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Digital technologies can help to reveal and mediate reflections about teaching practice and contribute to the continued training of teachers who have conceptual and didactic needs about Mathematics. Thus, the central question of this research is: What contribution does a digital technology supported collaborative training have on learning and teacher practice about multiplicative structures conceptual field? It was defined as general objective: To analyze the contributions of collaborative teacher training supported digital technologies about multiplicative structures. The specific objectives were thus outlined: To chart teachers knowledges about the teaching and learning of multiplicative structures; To identify the ways that teachers interact and use digital technologies for discussion and analysis of Mathematics teaching; and To characterize the construction and reconstruction of mathematical concepts by teachers from the digital technology supported collaborative training experience. The main theoretical references were about elements of collaborative learning and conceptual field of multiplicative structures. The adopted method research was the Collaborative Research, comprising the stages of co-situation, cooperation and coproduction. It was conducted with three teachers-coordinators of the Observatory of Education Project (OBEDUC) in Ceara, identified as PCA, PCN and PCS. The digital technologies supported collaborative training happened in august and november 2015. Virtual preliminary interviews data and OBEDUC Project instruments comprised the Collaborative Research co-situation stage. The co-production stage took place mainly through virtual interactions, through shareholdings and teachers productions in Facebook, Skype and WhatsApp. The developed knowledge and a collaborative production among the participants represent the co-production stage. The teachers had limited repertoire of multiplicative situations, just having problems Simple Proportion, Multiple Proportion and Measures Product with rectangular configuration. All of them demonstrated difficulties with didactic Mathematics and multiplicative structures aspects. With the training first activities, it was identified that the teachers had basic knowledges about the multiplicative conceptual field, with a polarization between PCA and PCN, with PCS between both, regarding knowledge and classification of situations. The concepts construction and reconstruction occurred from interactions developed with digital tools. The discussion, proposition, classification and analysis of situations collaboratively, followed by application with students, registration through videos and images for later posting, sharing and collaborative discussion, significantly boosted reflection of practice with Mathematics. The results show that digital media – images and videos - were relevant for the exposition of participants conceptions about the multiplicative field and student resolution strategies. Noteworthy is the partnership between School and University for the production of new knowledge and training model that favored the conceptual expansion by the participants. The experience mobilized abilities and skills about teaching and learning multiplicative structures. The perception that an accurate treatment of student resolution strategies is indispensable is one of the main gains of training.
As tecnologias digitais podem ajudar a desvelar e mediar reflexões sobre a prática docente e contribuir para a formação continuada de professores com carências conceituais e didáticas acerca da Matemática. Assim, a questão central desta pesquisa é: Que contribuição uma formação colaborativa apoiada em tecnologias digitais exerce sobre a aprendizagem e a prática docente acerca do campo conceitual das estruturas multiplicativas? Definiu-se, como objetivo geral: Analisar as contribuições de formação colaborativa, apoiada em tecnologias digitais, sobre a construção conceitual e pedagógica acerca de estruturas multiplicativas. Os objetivos específicos foram assim delineados: Mapear os conhecimentos docentes sobre estruturas multiplicativas; Identificar as formas que as professoras interagem e utilizam as tecnologias digitais para discussão e análises sobre o ensino de Matemática; e Caracterizar a construção e reconstrução dos conceitos matemáticos pelas professoras a partir da experiência de formação colaborativa com apoio de tecnologias digitais. Os principais referenciais teóricos versaram sobre elementos da aprendizagem colaborativa e campo conceitual das estruturas multiplicativas. O método de investigação adotado foi a Pesquisa Colaborativa, contemplando as etapas de cossituação, cooperação e coprodução. Realizou-se a pesquisa com três professoras-coordenadoras do Projeto Observatório da Educação (OBEDUC) no Ceará, identificadas como PCA, PCN e PCS. A formação colaborativa, com apoio em tecnologias digitais, aconteceu entre agosto e novembro de 2015. Dados de entrevistas virtuais preliminares e instrumentos do Projeto OBEDUC compuseram a etapa de cossituação da Pesquisa Colaborativa. O estágio de coprodução ocorreu, prioritariamente, por meio das interações virtuais, com as participações e produções das professoras no Facebook, Skype e WhatsApp. Os conhecimentos desenvolvidos e uma produção colaborativa entre os participantes representam a etapa de coprodução. As professoras possuíam restrito repertório de situações multiplicativas, apresentando apenas problemas de Proporção Simples, Proporção Múltipla e Produto de Medidas com configuração retangular. Todas demonstraram dificuldades com aspectos didáticos da Matemática e sobre estruturas multiplicativas. Com as primeiras atividades da formação, identificou-se que as docentes possuíam conhecimentos básicos acerca do campo conceitual multiplicativo, com uma polarização entre PCA e PCN, com PCS entre ambas quanto ao conhecimento e classificação de situações. A construção e reconstrução dos conceitos ocorreu a partir das interações desenvolvidas com as ferramentas digitais. A discussão, proposição, classificação e análise das situações de forma colaborativa, seguida de aplicação com alunos, registro por meio de vídeos e imagens, para posterior postagem, compartilhamento e discussão colaborativa, fomentou significativamente a reflexão da prática com Matemática. Os resultados mostram que as mídias digitais – imagens e vídeos – foram relevantes para a exposição das concepções dos participantes sobre o campo multiplicativo e estratégias de resolução discente. Destaca-se a parceria entre Escola e Universidade para a produção de novos conhecimentos e modelo de formação, que favoreceu a ampliação conceitual pelos participantes. A experiência mobilizou habilidades e competências acerca do ensino e da aprendizagem de estruturas multiplicativas. A percepção de que é indispensável um tratamento apurado das estratégias de resolução discente evidencia-se como um dos principais ganhos da formação.
Prola, Maria Teresa Medronha. "Modelagem de um agente pedagógico animado para um ambiente colaborativo: considerando fatores sociais relevantes". reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2003. http://hdl.handle.net/10183/10548.
Testo completoThe following work is inserted in the research entitled: “A Computational Model of Distance Learning based on the Socio-Interactionist Approach”, which proposes an educational environment that privileges collaboration as a form of interaction. The research in this project aims to subsidize the shaping of actions for the modeling of an Animated Pedagogical Agent used for interacting with students in a Teaching/Learning Environment under development. The modeling of decisions for the strategy on an agent’s performance was obtained from “log” files at the end of discussions concerning the “chat” tool out of relevant factors of interaction among student groups. The experience was carried out with students in Algorithms and Programming offered in the course of Graduation at UFRGS (Universidade Federal Do Rio Grande do Sul) where some considerably important factors were attained in the adaptation of an environment for students in interaction. Such factors are shown in this project as well as the identification technique.
INUZUKA, Marcelo Akira. "Uso educativo do wiki: um estudo de caso na Faculdade de Educação da Universidade de Brasília". http://www.teses.ufc.br, 2008. http://www.repositorio.ufc.br/handle/riufc/2978.
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This work aims to examine the living experienced by students of a class of pedagogy, teaching in the use of a collaborative tool based on wiki. The research was conducted at the Faculty of Education at the University of Brasilia (UNB) in four weeks from a discipline called “Mediated Practices of Informatics in Education” given by the advisor of this dissertation. It is a case study using a method of participatory research-action. To collect the views of participants, were used: questionnaire, individual and group interviews, and a seminar with participation of groups formed by themes. As theoretical reference, the four criteria were used for analysis of Dillenbourg (situation, interaction, mechanism and effect) of the Computer Supported Collaborative Learning (CSCL) theory and the model of collaborative construction of knowledge of Stahl to design the Knowledge Building Environment (KBE ) used. Before applying this case study, several others were tested; therefore, the project took into account the experience of other researchers of the subject. Through analysis of the results, students perceived many technical difficulties in operation and cultural difficulties, especially related to collaborative work, but the students considered the pedagogical tool as useful and feasible, considering the advantage of sharing information between peers as the greatest advantage of wiki tool.
O presente trabalho tem como objetivo analisar a vivência experimentada por alunos de uma turma de pedagogia, no uso pedagógico de uma ferramenta colaborativa baseada em wiki. A pesquisa foi realizada na Faculdade de Educação da Universidade de Brasília (UnB) em quatro semanas cedidas de uma disciplina denominada “Práticas Mediáticas de Informática na Educação” cedidas pelo orientador desta dissertação. Trata-se de um estudo de caso que utiliza uma metodologia de pesquisa-ação participativa. Para colher as opiniões dos participantes, foram aplicados: questionário; entrevistas individuais e em grupo; e um seminário com participação de grupos formados por temas. Como referencial teórico, foram utilizado os quatro critérios de análise de Dillenbourg (situação, interação, mecanismo e efeito) da Aprendizagem Colaborativa Suportada por Computador (CSCL) e o modelo de construção colaborativa de conhecimento de Stahl para projetar o Ambiente de Construção de Conhecimento (KBE) utilizado. Antes de aplicar este estudo de caso, vários outros foram analisados, assim, o projeto levou em conta a experiência de outras pesquisadores do tema. Através da análise dos resultados, foram percebidos pelos alunos várias dificuldades técnicas de operação e dificuldades culturais, especialmente relacionados a colaboração em equipe; porém os alunos consideraram a ferramenta como pedagogicamente útil e viável, considerando a vantagem de compartilhamento de informações entre pares como a maior vantagem da ferramenta wiki.
Svedberg, Gudrun. "Entreprenörskapets avtryck i klassrummets praxis : Om villkor och lärande i gymnasieskolans entreprenörskapsprojekt". Doctoral thesis, Umeå University, Teacher Education in Swedish and Social Sciences, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1113.
Testo completoEntrepreneurship has been entered on a supranational political agenda, in the EU and the OECD, and been emphatically described as a fundamental skill and a concern for schools and education. The agenda is reflected to a varying extent at the national and regional political levels. My aim is to describe, analyze and gain knowledge of what entrepreneurship in the Swedish upper secondary schools imply in practice, against the background of a local context. In particular, the conditions for learning.
My approach is ethnographically inspired and this multiple case study is limited to two upper secondary school programmes. Data has been collected through observations, video recordings, informal conversations with pupils and teachers and formal conversations with headmasters. The material is analyzed in terms of three socioculturally inspiring foci.
By means of a cultural-institutional focus, the stability and changeability of the programmes were elucidated. The previous institutional frameworks have been partially questioned by the teachers in the field, which has resulted in the following: In one of the upper secondary schools a new locally adapted programme has been composed, and courses and subjects have been integrated in a new way in the other school’s existing programme. The changes in the upper secondary programmes are to a great extent an example of a meeting between top-down and bottom-up initiatives. The changes of the institutional frameworks are connected to a discursive shift of the responsibility for pupils’ learning and education from teachers to pupils and also to teacher’s ambition to adapt interest- and experience-related teaching.
In a situated focus, both programmes were identified as communities of practice with a joint enterprise, mutual engagement and a shared repertoire. These three dimensions were useful for examining specific aspects of the teaching. There has above all been an altered balance between reification and participation in the teaching as well as boundary crossing both outside the community of practice and within the community.
Different conditions for learning were identified through an interpersonal focus. Both collaborative learning and cooperative learning were useful, but not sufficient concepts for describing the various forms of team learning. The conditions of cooperation and the pupils’ communication patterns revealed yet another form of team learning, which I call comparative learning. If the risk of everyday concepts getting the upper hand and trivialization can be avoided in team learning, there is in all these learning processes a potential for the pupils being able to develop strategies for handling complex tasks, taking initiatives and responsibility, cooperating and learning from one another in various different ways. In this way entrepreneurship has had an impact on the practice of the classrooms.
Entreprenörskap har förts upp på en överstatlig politisk agenda, inom EU och OECD, där den skrivits fram som en grundläggande färdighet och en angelägenhet för skola och utbildning. Agendan återspeglas i varierande grad på nationell och regional politisk nivå. Mitt syfte har varit att studera och försöka förstå vad entreprenörskap i den svenska gymnasieskolan kan innebära i praktiken. Utifrån syftet och ett sociokulturellt perspektiv formulerades frågeställningarna enligt följande: Hur framförhandlas, organiseras och realiseras undervisningen inom två studerade gymnasieprogram? Vilka sociala gemenskaper bidrar elever och lärare till och deltar i? Vilka former av lärande visar sig? Den etnografiskt inspirerade studien genomfördes i två gymnasieprogram som genom utvecklingsprojekt deltagit i det länsövergripande och EU-medfinansierade projektet PRIO 1, Prioritet företagsamhet i Västerbotten (2000 – 2005). Empiriska data insamlades genom observationer, videoregistreringar, informella samtal med elever och lärare och formella samtal med skolledare. Dessutom insamlades skriftliga dokument. Materialet har analyserats utifrån tre fokus. Genom ett kulturellt-insitutionellt fokus har programmens stabilitet och föränderlighet synliggjorts. I det ena fallet har ett nytt lokalutformat program satts samman, i det andra fallet har kurser och ämnen integrerats inom det befintliga programmet. Förändringarna ses som ett möte mellan top-down-initiativ och bottom-upp- initiativ. Resultatet visar även en diskursiv förskjutning av ansvar från lärare till elev och lärares strävan att tillrättalägg intresse- och erfarenhetsrelaterad undervisning. Ur ett situerat fokus har båda programmen identifierats som praxisgemenskaper med en gemensam uppgift, ett ömsesidigt engagemang och en gemensam repertoar. Utmärkande drag i undervisningen, men koppling till entreprenörskapstanken, har handlat om förändrade avvägningar mellan reifikation och deltagande i undervisningen samt om gränsöverskridande, dels utanför praxisgemenskapen och dels inom gemenskapen. Genom ett interpersonellt fokus har olika villkor för lärande identifierats. Såväl kollaborativt och kooperativt lärande har varit användbara begrepp för att beskriva formerna för samarbetslärande, men inte tillräckliga. Samarbetets villkor och elevers kommunikationsmönster har avslöjat ytterligare en form av samarbetslärande, vilken jag benämnt komparativt lärande. Denna avhandling har således visat på både gemensamma och särskiljande drag när entreprenörskapsinitiativ omsatts i skolans praktik, på två gymnasieprogram.
Bowser, Anne Elizabeth. "Cooperative design, cooperative science| Investigating collaborative research through design with floracaching". Thesis, University of Maryland, College Park, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10129884.
Testo completoThis dissertation presents a case study of collaborative research through design with Floracaching, a gamified mobile application for citizen science biodiversity data collection. One contribution of this study is the articulation of collaborative research through design (CRtD), an approach that blends cooperative design approaches with the research through design methodology (RtD). Collaborative research through design is thus defined as an iterative process of cooperative design, where the collaborative vision of an ideal state is embedded in a design. Applying collaborative research through design with Floracaching illustrates how a number of cooperative techniques—especially contextual inquiry, prototyping, and focus groups—may be applied in a research through design setting. Four suggestions for collaborative research through design (recruit from a range of relevant backgrounds; take flexibility as a goal; enable independence and agency; and, choose techniques that support agreement or consensus) are offered to help others who wish to experiment with this new approach. Applying collaborative research through design to Floracaching yielded a new prototype of the application, accompanied by design annotations in the form of framing constructs for designing to support mobile, place-based citizen science activities. The prototype and framing constructs, which may inform other designers of similar citizen science technologies, are a second contribution of this research.
Molch, Silke. "Agile Lehr- und Lernressourcennutzung in kooperativen und kollaborativen Netzwerken". TUDpress, 2019. https://tud.qucosa.de/id/qucosa%3A36578.
Testo completoSeidel, Niels. "Interaction Design Patterns und CSCL-Scripts für Videolernumgebungen". Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2018. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-233756.
Testo completoNam, Tek-Jin. "Investigations of collaborative design environments : a framework for real-time collaborative 3D CAD". Thesis, Brunel University, 2001. http://bura.brunel.ac.uk/handle/2438/5316.
Testo completoVan, Andel Louise. "Collaborative leadership in a parish". Theological Research Exchange Network (TREN), 1999. http://www.tren.com.
Testo completoKuadey, Noble. "Mobile Collaborative Learning System". Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-11117.
Testo completoPietsch, James Roderick. "Collaborative learning in mathematics". University of Sydney, 2005. http://hdl.handle.net/2123/1088.
Testo completoThis study looked at the implementation of a collaborative learning model at two schools in Sydney designed to realise the principles recommended by reform documents such as the Principles and Standards for School Mathematics (NCTM, 2000) and policy documents including Numeracy, A Priority for All (DETYA, 2000). A total of 158 year seven and year eight students ranging in age from 12 to 15 years old from two schools participated in the study. In all, seven classroom teachers participated in the study each completing two topics using the collaborative learning model. Four research questions were the focus of the current study. Three research questions were drawn from eight principles identified in the literature regarding what constitutes effective mathematics learning. These questions related to the nature of collaboration evident in each classroom, the level of motivation and self-regulation displayed by students in the different types of classrooms and the relationship between learning mathematics within the collaborative learning model and real-world mathematics. A final research question examined the degree to which the concerns of teachers relating to preparing students for examinations are met within the collaborative learning model. Several different data collection strategies were adopted to develop a picture of the different forms of activity evident in each classroom and the changes that took place in each classroom during and after the implementation of the collaborative learning model. These included classroom observations, interviews with student and teacher participants, questionnaires and obtaining test results. Both exploratory and confirmatory factor analysis were used to reduce the data collected. Factor scores and test results were compared using t-tests, ANOVAs and Mann Whitney nonparametric tests. Data collected from interviews and classroom observations were analysed using a grounded approach beginning with the open coding of phenomena. Leont’ev’s theoretical approach to activity systems (1972; 1978) was then used to describe the changing nature of classroom activity with the introduction of the collaborative learning model. Within the collaborative classrooms there were a greater number of mathematical voices participating in classroom discussions, a breaking down of traditional roles held by teachers and students, and dominant patterns of collaboration evident in each classroom reflecting pre-existing cultural ways of doing. Furthermore, there was some quantitative evidence suggesting that student levels of critical thinking, self-regulation and help seeking increased and students were also observed regulating their own learning as well as the learning of others. Classroom practice was also embedded in the cultural practice of preparing topic tests, enabling students to use mathematics within the context of a work group producing a shared outcome. Finally, there was quantitative evidence that students in some of the collaborative classes did not perform as well as students in traditional classrooms on topic tests. Comments from students and teachers, however, suggested that for some students the collaborative learning model enabled them to learn more effectively, although other students were frustrated by the greater freedom and lack of direction. Future research could investigate the effectiveness of strategies to overcome this frustration and the relationship between different types of collaboration and developing mathematical understanding.
Dillenbourg, Pierre J. "Human-computer collaborative learning". Thesis, Lancaster University, 1991. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.387456.
Testo completoKubica, Tommy. "Adaptable Collaborative Learning Environments". Technische Universität Dresden, 2018. https://tud.qucosa.de/id/qucosa%3A73177.
Testo completoJolliffe, Wendy. "The implementation of cooperative learning : a case study of cooperative learning in a networked learning community". Thesis, University of Hull, 2010. http://hydra.hull.ac.uk/resources/hull:4453.
Testo completoHaidari, Sayed Masood. "Cooperative Learning in Afghan Teacher Training Colleges : The usage of cooperative learning in English teaching and learning". Thesis, Karlstads universitet, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-32144.
Testo completoWilde, Erik. "Group and session management for collaborative applications /". Aachen : Shaker, 1997. http://e-collection.ethbib.ethz.ch/show?type=diss&nr=12075.
Testo completoRodger, Susan Christine. "Gender differences in cooperative learning". Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://www.collectionscanada.ca/obj/s4/f2/dsk2/tape16/PQDD_0015/MQ28651.pdf.
Testo completoGaffney, Bradley R. "Cooperative learning in educational gaming". Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85420.
Testo completoCataloged from PDF version of thesis.
Includes bibliographical references (page 59).
This thesis analyzes Herbo Hunt, an educational game that aims to teach variables to students. By assigning unknown point values to creatures that must be caught in groups, we subtly encourage students to solve mental equations to achieve their goals. In addition to the formal study, the creation of the game itself utilized intelligent and flexible design techniques. Two main focuses were modularity of design and opportunity for procedural generation of content. Two versions of the game were used to explore the difference in learning between them; we created both a single-player experience and a cooperative version. We expected that players of the cooperative game would learn more quickly through discussion and coordination. Students played both versions, and then answered short questions regarding their experience. Contrary to our expectations students did not appear to show a difference in learning between the two versions; understanding seemed to take place at the same point regardless of game type.
by Bradley R. Gaffney.
M. Eng.
Zhang, Jingyang. "Cooperative Learning in Outdoor Education". Thesis, Linköpings universitet, Nationellt centrum för utomhuspedagogik (NCU), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-104699.
Testo completoGudinge, Josefin. "Cooperative Learning: A Teacher Perspective". Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-31518.
Testo completoLundahl, Kajsa, e Cornelia Lindgren. "Cooperative Learning in Physical Education". Thesis, Malmö universitet, Fakulteten för lärande och samhälle (LS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-33536.
Testo completoPang, Kun. "Collaborative HARQ Schemes for Cooperative Diversity Communications in Wireless Networks". School of Electrical & Information Engineering, The University of Sydney, 2008. http://hdl.handle.net/2123/2559.
Testo completoWireless technology is experiencing spectacular developments, due to the emergence of interactive and digital multimedia applications as well as rapid advances in the highly integrated systems. For the next-generation mobile communication systems, one can expect wireless connectivity between any devices at any time and anywhere with a range of multimedia contents. A key requirement in such systems is the availability of high-speed and robust communication links. Unfortunately, communications over wireless channels inherently suffer from a number of fundamental physical limitations, such as multipath fading, scarce radio spectrum, and limited battery power supply for mobile devices. Cooperative diversity (CD) technology is a promising solution for future wireless communication systems to achieve broader coverage and to mitigate wireless channels’ impairments without the need to use high power at the transmitter. In general, cooperative relaying systems have a source node multicasting a message to a number of cooperative relays, which in turn resend a processed version message to an intended destination node. The destination node combines the signal received from the relays, and takes into account the source’s original signal to decode the message. The CD communication systems exploit two fundamental features of the wireless medium: its broadcast nature and its ability to achieve diversity through independent channels. A variety of relaying protocols have been considered and utilized in cooperative wireless networks. Amplify and forward (AAF) and decode and forward (DAF) are two popular protocols, frequently used in the cooperative systems. In the AAF mode, the relay amplifies the received signal prior to retransmission. In the DAF mode, the relay fully decodes the received signal, re-encodes and forwards it to the destination. Due to the retransmission without decoding, AAF has the shortcoming that noise accumulated in the received signal is amplified at the transmission. DAF suffers from decoding errors that can lead to severe error propagation. To further enhance the quality of service (QoS) of CD communication systems, hybrid Automatic Repeat-reQuest (HARQ) protocols have been proposed. Thus, if the destination requires an ARQ retransmission, it could come from one of relays rather than the source node. This thesis proposes an improved HARQ scheme with an adaptive relaying protocol (ARP). Focusing on the HARQ as a central theme, we start by introducing the concept of ARP. Then we use it as the basis for designing three types of HARQ schemes, denoted by HARQ I-ARP, HARQ II-ARP and HARQ III-ARP. We describe the relaying protocols, (both AAF and DAF), and their operations, including channel access between the source and relay, the feedback scheme, and the combining methods at the receivers. To investigate the benefits of the proposed HARQ scheme, we analyze its frame error rate (FER) and throughput performance over a quasi-static fading channel. We can compare these with the reference methods, HARQ with AAF (HARQ-AAF) and HARQ with perfect distributed turbo codes (DTC), for which correct decoding is always assumed at the relay (HARQ-perfect DTC). It is shown that the proposed HARQ-ARP scheme can always performs better than the HARQ-AAF scheme. As the signal-to-noise ratio (SNR) of the channel between the source and relay increases, the performance of the proposed HARQ-ARP scheme approaches that of the HARQ-perfect DTC scheme.
Naeem, Muhammad Kamran. "Collaborative sensing and communication schemes for cooperative wireless sensor networks". Thesis, Staffordshire University, 2017. http://eprints.staffs.ac.uk/3882/.
Testo completoThompson, Benton K. "Characterizing and Improving the Non-Collaborative and Collaborative Localization Problems". Thesis, Virginia Tech, 2011. http://hdl.handle.net/10919/34949.
Testo completoMaster of Science
Wei, Ermo. "Learning to Play Cooperative Games via Reinforcement Learning". Thesis, George Mason University, 2019. http://pqdtopen.proquest.com/#viewpdf?dispub=13420351.
Testo completoBeing able to accomplish tasks with multiple learners through learning has long been a goal of the multiagent systems and machine learning communities. One of the main approaches people have taken is reinforcement learning, but due to certain conditions and restrictions, applying reinforcement learning in a multiagent setting has not achieved the same level of success when compared to its single agent counterparts.
This thesis aims to make coordination better for agents in cooperative games by improving on reinforcement learning algorithms in several ways. I begin by examining certain pathologies that can lead to the failure of reinforcement learning in cooperative games, and in particular the pathology of relative overgeneralization. In relative overgeneralization, agents do not learn to optimally collaborate because during the learning process each agent instead converges to behaviors which are robust in conjunction with the other agent's exploratory (and thus random), rather than optimal, choices. One solution to this is so-called lenient learning, where agents are forgiving of the poor choices of their teammates early in the learning cycle. In the first part of the thesis, I develop a lenient learning method to deal with relative overgeneralization in independent learner settings with small stochastic games and discrete actions.
I then examine certain issues in a more complex multiagent domain involving parameterized action Markov decision processes, motivated by the RoboCup 2D simulation league. I propose two methods, one batch method and one actor-critic method, based on state of the art reinforcement learning algorithms, and show experimentally that the proposed algorithms can train the agents in a significantly more sample-efficient way than more common methods.
I then broaden the parameterized-action scenario to consider both repeated and stochastic games with continuous actions. I show how relative overgeneralization prevents the multiagent actor-critic model from learning optimal behaviors and demonstrate how to use Soft Q-Learning to solve this problem in repeated games.
Finally, I extend imitation learning to the multiagent setting to solve related issues in stochastic games, and prove that given the demonstration from an expert, multiagent Imitation Learning is exactly the multiagent actor-critic model in Maximum Entropy Reinforcement Learning framework. I further show that when demonstration samples meet certain conditions the relative overgeneralization problem can be avoided during the learning process.
Kharrufa, Ahmed Sulaiman. "Digital tabletops and collaborative learning". Thesis, University of Newcastle Upon Tyne, 2010. http://hdl.handle.net/10443/911.
Testo completoBukvova, Helena, Steffen Gilge e Eric Schoop. "Virtual Collaboration in Higher Education Blended Learning Arrangements". Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-140125.
Testo completoChao, Crystal. "Timing multimodal turn-taking in human-robot cooperative activity". Diss., Georgia Institute of Technology, 2015. http://hdl.handle.net/1853/54904.
Testo completoBukvova, Helena, Steffen Gilge e Eric Schoop. "Virtual Collaboration in Higher Education Blended Learning Arrangements". Technische Universität Dresden, 2006. https://tud.qucosa.de/id/qucosa%3A27867.
Testo completoEmeleus, John R. W. "Cooperative learning in the keyboard laboratory : a study of adult learners in a cooperative learning programme". Thesis, University of Canterbury. Music, 1993. http://hdl.handle.net/10092/9124.
Testo completoIsenhour, Philip L. "Sieve: A Java-Based Framework for Collaborative Component Composition". Thesis, Virginia Tech, 1998. http://hdl.handle.net/10919/36544.
Testo completoMaster of Science