789 resultados para online student feedback


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The aim of this study was to asses the impact of a visit to the NIHERST/NGC National Science Centre in Trinidad on four different school-age visitor groups. The research was conducted through the administering of a post-visit questionnaire immediately upon completion of each visit by each group, and via visitor feedback obtained in post-visit or pre-visit activities conducted within two weeks of the visit for three groups. Teachers/instructors who accompanied the groups on their visit also completed post-visit questionnaires and provided additional information on follow-up activities via an interview. The results of this investigation suggest that the visit to this science centre provided entertainment/enjoyment value and potential educational value to most individuals. The nature of this enjoyment was noted for various age groups and genders in this study. Quantification of the educational impact was not possible within the constraints of this study, which was unable to capture long-term effects of the supply of ‘new knowledge’ to visitors which the visit to the science centre had provided.

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Vårt syfte med studien är att undersöka hur enhetschefer anser att de ger och hur de får positiv feedback och i hur stor utsträckning det förekommer. Vi har valt att göra studien i en kommun, inom vård och omsorg, där enhetscheferna har samma chef och finns i samma verksamhet. Vår frågeställning: Förekommer positiv feedback och i sådana fall i vilken typ av kommunikationsform?I vilken utsträckning förekommer positiv feedback?Hur upplever enhetschefen positiv feedback?Vi har valt att använda en kvalitativ metod och göra intervjuer med semi- strukturerade frågor. Undersökningen genomfördes med att vi intervjuade nio enhetschefer inom vård och omsorg i en kommun. Vi har sammanfattat intervjuerna, där redovisar vi allmänt om enhetschefernas arbete och vad de säjer om positiv feedback.I analysen väver vi ihop resultatet av undersökningen med teori. De teorier vi använt oss av i studien är symbolisk interaktion, ledarskap, makt, motivation, kommunikation och feedback. Positiv feedback förekommer, men uppfattas olika av enhetscheferna utifrån deras synsätt och behov. Att ge och få positiv feedback sker både muntligt och skriftligt och har en effekt på både enhetschefer och medarbetare anser enhetscheferna. Det är väldigt individuellt vad positiv feedback betyder för varje enskild enhetschef.

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Den relativt nya företeelsen BrandME – I am the brand är en eTjänst som fungerar som ett virtuellt provrum och därmed gör det möjligt att kunna prova på kläder virtuellt. Till sin hjälp har man bland annat använt sig av 3D-grafik samt databaser. BrandME är en produkt av det kanadensiska företaget My Virtual Model, ett företag som har arbetat med att sätta standarder för virtuell identitet sedan år 2000.Då denna företeelse är relativ ny, skapar detta utrymme för undersökning och bedömning om huruvida välutvecklad och välanpassad BrandME är. Undersökningens syfte är att utvärdera BrandME för att sedan kunna fastställa nyttan med denna eTjänst. Under utvärderingen koncentrerar vi oss dels på användbarheten hos BrandME och dels på utformningen av BrandME.

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Continuous casting is a casting process that produces steel slabs in a continuous manner with steel being poured at the top of the caster and a steel strand emerging from the mould below. Molten steel is transferred from the AOD converter to the caster using a ladle. The ladle is designed to be strong and insulated. Complete insulation is never achieved. Some of the heat is lost to the refractories by convection and conduction. Heat losses by radiation also occur. It is important to know the temperature of the melt during the process. For this reason, an online model was previously developed to simulate the steel and ladle wall temperatures during the ladle cycle. The model was developed as an ODE based model using grey box modeling technique. The model’s performance was acceptable and needed to be presented in a user friendly way. The aim of this thesis work was basically to design a GUI that presents steel and ladle wall temperatures calculated by the model and also allow the user to make adjustments to the model. This thesis work also discusses the sensitivity analysis of different parameters involved and their effects on different temperature estimations.

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The assertion of identity and power via computer-mediated communication in the context of distance or web-based learning presents challenges to both teachers and students. When regular, face-to-face classroom interaction is replaced by online chat or group discussion forums, participants must avail themselves of new techniques and tactics for contributing to and furthering interaction, discussion, and learning. During student-only chat sessions, the absence of teacher-led, face-to-face classroom activities requires the students to assume leadership roles and responsibilities normally associated with the teacher. This situation raises the questions of who teaches and who learns; how students discursively negotiate power roles; and whether power emerges as a function of displayed expertise and knowledge or rather the use of authoritative language. This descriptive study represents an examination of a corpus of task-based discussion logs among Vietnamese students of distance learning courses in English linguistics. The data reveal recurring discourse strategies for 1) negotiating the progression of the discussion sessions, 2) asserting and questioning knowledge, and 3) assuming or delegating responsibility. Power is defined ad hoc as the ability to successfully perform these strategies. The data analysis contributes to a better understanding of how working methods and materials can be tailored to students in distance learning courses, and how such students can be empowered by being afforded opportunities and effectively encouraged to assert their knowledge and authority.

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Interaction involves people communicating and reacting to each other. This process is key to the study of discourse, but it is not easy to study systematically how interaction takes place in a specific communicative event, or how it is typically performed over a series of repeated communicative events. However, with a written record of the interaction, it becomes possible to study the process in some detail. This thesis investigates interaction through asynchronous written discussion forums in a computer-mediated learning environment. In particular, this study investigates pragmatic aspects of the communicative event which the asynchronous online discussions comprise. The first case study examines response patterns to messages by looking at the content of initial messages and responses, in order to determine the extent to which characteristics of the messages themselves or other situational factors affect the interaction. The second study examines in what ways participants use a range of discourse devices, including formulaic politeness, humour and supportive feedback as community building strategies in the interaction. The third study investigates the role of the subject line of messages in the interaction, for example by examining how participants choose different types of subject lines for different types of messages. The fourth study examines to what extent features serving a deictic function are drawn on in the interaction and then compares the findings to both oral conversation and formal academic discourse. The overall findings show a complex communicative situation shaped by the medium itself, type of activity, the academic discipline and topic of discussion and by the social and cultural aspects of tertiary education in an online learning environment. In addition, the findings may also provide evidence of learning.  

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The aim of this degree thesis is to see what research says about the use of computer and video games to support upper elementary pupils’ development in English reading comprehension in Swedish schools. Other goals are to see how online and offline gaming can be integrated in the Swedish schools and what attitudes teachers have towards gaming. The method used is a systematic literature review and the purpose is to analyze chosen articles and to find relevant content that answers the research questions. Five articles were chosen from different databases and were systematically analyzed in this thesis. The results show that online gaming as support for education can be rewarding for some upper elementary pupils in English learning. However, in English reading comprehension there is not much research found which means that more research needs to be made within this area. Moreover, involving online gaming in English language learning seems to be a challenge for teachers mostly because of their lack of knowledge about the subject, even though they are positive to gaming. The lack of knowledge about the subject could be altered with more education and courses in the area.

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The purpose of this presentation is to discuss how teacher’s leadership can be used as a teaching method in web based language education. The environments that offer online courses provide a wide field for discussion on the contact between teacher and student. My intention is to contribute to the debate on teacher leadership in online courses. In my earlier studies on leadership, I have explored how some religious leaders affected different social movements in Brazil during the military dictatorship (1964-1985). Pruth (2004) by examining the three kinds of legitimacy described by Max Weber I aimed at seeing and analyzing how religious leaders used different teaching methods to explain their messages to ordinary citizens. Thus my research showed how educational leadership is a way to get people to reach their goals. I became interested in the subject teacher’s leadership whenI participated in a survey of the teaching methods of language courses in Dalarna University which is funded by the NGL Center of Dalarna University. In  this project, we have made interviews with the teachers, undertaken the course plans (in the language department at Dalarna University) and categorized the learning outcomes. A questionnaire was constructed based on the learning outcomes and then either sent out remotely to teachers or completed face to face through interviews. The answers provided to the questionnaires enabled the  project to identify many differences in how language teachers interact with their students but  also, the way of giving feedback, motivating and helping students, types of class activities and materials used. This made me aware of how teachers use their leadership or not in their teaching. My focus is to look at the relationship between teachers and students as an important part of the development and quality of online courses. The teacher's performance on campus is different from online courses. I want to understand how the contact between teachers and students in online courses develop and look at how students can make use of this contact and what influence the teacher's leadership has on the ability for the students to achieve the goals of their course

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I studien undersöks hur lärare ger elever muntlig och skriftlig feedback på uppgiftsnivå i matematikundervisningen. För att undersöka detta har observationer och intervjuer av kvalitativ karaktär utförts med sex lärare som undervisar i årskurs 1-3. Insamlade och avbildade dokument i form av elevers räkneböcker har också varit en del av datainsamlingsmetoden. För att på bästa sätt undersöka och besvara studiens frågeställning har grundad teori valts ut och använts som forskningsansats. Utifrån insamlad data och med substantiv och teoretisk kodning som verktyg har en teoretisk modell utvecklats. Modellen visar att muntlig och skriftlig feedback som ges från lärare till elev på uppgiftsnivå kan vara antingen direkt eller indirekt. Beroende på om feedbacken är muntlig eller skriftlig, direkt eller indirekt, kan den också vara bekräftande, uppmuntrande, upprepande, informerande, stöttande eller uppmanande. Detta resultat redovisas med hjälp av en så kallad "fyrfältare". Värt att notera är också att resultatet i studien visar att muntlig feedback ges i betydligt högre grad än skriftlig feedback. Ett par slutsatser som dras utifrån studiens resultat är att verkligheten skiljer sig från hur tidigare forskning förespråkar att feedback bör komma till uttryck i klassrummet och att elevernas ålder samt lärarnas tid spelar en avgörande roll för vilken sorts feedback som ges. En annan viktig slutsats som också dras utifrån studiens redovisade resultat är att vissa kategorier av feedback är mer effektiva för elevers lärande i matematik än andra.

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Research objectives Poker and responsible gambling both entail the use of the executive functions (EF), which are higher-level cognitive abilities. The main objective of this work was to assess if online poker players of different ability show different performances in their EF and if so, which functions are the most discriminating ones. The secondary objective was to assess if the EF performance can predict the quality of gambling, according to the Gambling Related Cognition Scale (GRCS), the South Oaks Gambling Screen (SOGS) and the Problem Gambling Severity Index (PGSI). Sample and methods The study design consisted of two stages: 46 Italian active players (41m, 5f; age 32±7,1ys; education 14,8±3ys) fulfilled the PGSI in a secure IT web system and uploaded their own hand history files, which were anonymized and then evaluated by two poker experts. 36 of these players (31m, 5f; age 33±7,3ys; education 15±3ys) accepted to take part in the second stage: the administration of an extensive neuropsychological test battery by a blinded trained professional. To answer the main research question we collected all final and intermediate scores of the EF tests on each player together with the scoring on the playing ability. To answer the secondary research question, we referred to GRCS, PGSI and SOGS scores.  We determined which variables that are good predictors of the playing ability score using statistical techniques able to deal with many regressors and few observations (LASSO, best subset algorithms and CART). In this context information criteria and cross-validation errors play a key role for the selection of the relevant regressors, while significance testing and goodness-of-fit measures can lead to wrong conclusions.   Preliminary findings We found significant predictors of the poker ability score in various tests. In particular, there are good predictors 1) in some Wisconsin Card Sorting Test items that measure flexibility in choosing strategy of problem-solving, strategic planning, modulating impulsive responding, goal setting and self-monitoring, 2) in those Cognitive Estimates Test variables related to deductive reasoning, problem solving, development of an appropriate strategy and self-monitoring, 3) in the Emotional Quotient Inventory Short (EQ-i:S) Stress Management score, composed by the Stress Tolerance and Impulse Control scores, and in the Interpersonal score (Empathy, Social Responsibility, Interpersonal Relationship). As for the quality of gambling, some EQ-i:S scales scores provide the best predictors: General Mood for the PGSI; Intrapersonal (Self-Regard; Emotional Self-Awareness, Assertiveness, Independence, Self-Actualization) and Adaptability  (Reality Testing, Flexibility, Problem Solving) for the SOGS, Adaptability for the GRCS. Implications for the field Through PokerMapper we gathered knowledge and evaluated the feasibility of the construction of short tasks/card games in online poker environments for profiling users’ executive functions. These card games will be part of an IT system able to dynamically profile EF and provide players with a feedback on their expected performance and ability to gamble responsibly in that particular moment. The implementation of such system in existing gambling platforms could lead to an effective proactive tool for supporting responsible gambling. 

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Denna studie undersöker hur feedback på uppgiftsnivå respektive processnivå kan utveckla elevers resonemang när eleverna arbetar med problemlösningsuppgifter inom matematiken. De typer av resonemang som undersöks är algoritmiska och kreativa matematiska resonemang. Åtta elevpar från årskurs 5 fick arbeta med problemlösningsuppgifter och fick efterhand de behövde feedback på uppgiftsnivå eller processnivå. Efter genomförandet analyserades vilken resonemangstyp eleverna använde före och efter feedback på uppgiftsnivå respektive processnivå getts. Resultaten visar att elever som får feedback på processnivå i större utsträckning utvecklar fullständiga kreativa matematiska resonemang jämfört med de elever som får feedback på uppgiftsnivå.

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This dissertation aims at characterizing the practices as well as the effects of a teacher s feedback in oral conversation interaction with students in an English Language classroom at a Primary School, 6th Grade in Açu/RN, Brazil. Therefore, this study is based on Vygotsky s (1975) and Bruner´s (1976) researches, which state that the learning process is constructed through interaction between a more experienced individual (teacher, parents and friends) and a learner who plays an active role, a re-constructor of knowledge. It is also based on Ur´s (2006) and Brookhart s (2008) studies (among other authors in Applied Linguistic) who defend that the feedback process needs to be evaluative and formative since it sets interfaces with both students autonomy and learning improvement. Our study is based on qualitative, quantitative and interpretive researches, whose natural environment (the classroom) is a direct source of data generated in this research through field observations/note-taking as well as through the transcriptions of five English classes audio taped. This study shows the following results: the teacher still seems to accept the patterns of interaction in the classroom that correspond to the IRE process (Initiation, Response, Evaluation) in behaviorist patterns: (1) he speaks and determines the turns of speech; (2) the teacher asks more questions and directs the activities most of the time; (3) the teacher´s feedback presents the following types: questioning, modeling, repeated response, praise, depreciation, positive/negative and sarcasm feedback, whose functions are to assess students' performance based on the rightness and wrongness of their responses. Thus, this implies to state that the feedback does not seem to help students improvement in terms of acquiring knowledge because of its normative effects/roles. Therefore, it is the teacher´s role to give evaluative and formative feedback to a student so that he/she should advance in the learning of the language and in the construction of knowledge

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Internet data collection is becoming increasingly popular in all research fields dealing with human perceptions, behaviors and opinions. Advantages of internet data collection, when compared to the traditional paper-and-pencil format, include reduced costs, automatic database creation, and the absence of researcher-related bias effects, such as availability and complete anonymity. However, the validity and reliability of internet gathered data must be established, in comparison to the usual paper-and-pencil accepted formats, before an inferential analysis can be done. In this study, we compared questionnaire data gathered from the internet with that from the traditional paper-and-pencil in a sample of college students. The questionnaires used were the Maslach Burnout Inventory - Student Survey (MBI-SS), the Oldenburg Burnout Inventory (OBI-SS) and the Copenhagen Burnout Inventory (CBI-SS). Data was gathered through a within-subject cross randomized and counterbalanced design, on both internet and paper-and-pencil formats. The results showed no interference in the application order, and a good reliability for both formats. However, concordance between answers was generally higher in the paper-and-pencil format than on the internet. The factorial structure was invariant in the three burnout inventories. Data gathered in this study supports the Internet as a convenient, user-friendly, comfortable and secure data gathering method which does not affect the accepted factorial structures existent in the paper format of the three burnout inventories used. (C) 2011 Elsevier Ltd. All rights reserved.

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This text presents some reflections about the educational and virtual processes of mathematics teachers drawing on research on the theme. Thus, in this text, considering our experiences with the development of online courses, we discuss issues such as collaboration in virtual environments, which contributes to more effective results in collaborative learning and reduces the potential of isolation of student/teacher that can occur in virtual environments. Through collaborative learning in a virtual community, students/teachers have the opportunity to practice and think in-depth about their learning experiences by sharing new ideas with the group and receiving critical and constructive feedback. Moreover, the virtuality formed by the environment of online courses supports educational spaces for teachers who teach mathematics. Thus, collaboration emerges as an essential element for construction of meanings and for sharing experiences on the practice of teaching.

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Pós-graduação em Educação para a Ciência - FC