847 resultados para learning design


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Children of parents with learning difficulties (LD) are at risk for a variety of developmental problems including behavioural and psychiatric disorders. However, there are no empirically supported programs to prevent behavioural and psychiatric problems in these children. The purpose of the study was to test the effectiveness of a parenting intervention designed to teach parents with learning difficulties positive child behaviour management strategies. A multiple baseline across skills design was used with two parents, who were taught three skills: 1) clear instructions, 2) recognition of compliance and 3) correction of noncompliance. Training scores improved on each skill and maintained at a 1-month follow-up. Scores on generalization cards were high and showed maintenance, but improvements in parenting skills in the naturalistic environment were low at posttest and follow-up. Increases were seen in child compliance at posttest and 1-month follow-up. Results of pre-post social validity measures were also generally positive.

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Employing critical pedagogy and transformative theory as a theoretical framework, I examined a learning process associated with building capacity in community-based organizations (CBOs) through an investigation of the Institutional Capacity Building Program (ICBP) initiated by a Foundation. The study sought to: (a) examine the importance of institutional capacity building for individual and community development; (b) investigate elements of a process associated with a program and characteristics of a learning process for building capacity in CBOs; and (c) analyze the Foundation’s approach to synthesizing, systematizing, and sharing learning. The study used a narrative research design that included 3 one-on-one, hour-long interviews with 2 women having unique vantage points in ICBP: one is a program facilitator working at the Foundation and the other runs a CBO supported by the Foundation. The interviews’ semistructured questions allowed interviewees to share stories regarding their experience with the learning process of ICB and enabled themes to emerge from their day-to-day experience. Through the analysis of this learning process for institutional capacity building, a few lessons can be drawn from the experience of the Foundation.

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This research study explored a support system for children with learning disabilities. The Learning Disabilities Association of Niagara Region (LDANR) recently expanded its Better Emotional and Social Times (B.E.S.T.) program to incorporate an innovative, character education initiative called the “Who is NOBODY?” program. The objective of this qualitative case study was two-fold. First, the study aimed to support the LDANR in assessing the efficacy of the “Who is NOBODY?” program, providing the LDANR with empirical support for their programs. Second, the study enabled a more in-depth understanding of how to best support children with LD in regards to their social and emotional well-being. The study explored the “Who is NOBODY?” program through three lenses: design, implementation, and experiences of participating children. Three primary themes emerged from these three data lenses: positive character traits, prosocial behaviour, and strong self-efficacy – leading to the promotion of strong character development and self-esteem. Taken together, the “Who is NOBODY?” program was shown to be a successful remediation program for supporting vulnerable children with LD.

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This study surveyed practicing classroom teacher’s perceptions of a proposed educational resource “Avatar Academy” designed to enhance students’, particularly young boys, motivation and general attitude towards learning. The Avatar Academy resource is an instructional guide for implementing a classroom reward system based on common game mechanics. The resource emphasizes the modification of current pedagogies to exploit the use of game design to engage boys. A survey of recent literature indicated an opportunity to study teachers’ perceptions of the possible applications of game design mechanics to support the enhancement of student motivation and learning in the classroom. As a result the Avatar Academy handbook and blog resource were developed to assist teachers with the integration and administration of a program designed to enhance student motivation, especially boys, using avatars and a point based reward system. The resources were initially distributed to several practicing teachers for their review, and their feedback formed the basis for revisions of the Avatar Academy resource. After implementing changes to the resource based on initial teacher feedback, an updated Avatar Academy was redistributed and teacher opinions and perceptions of the tool’s possible impacts on classroom learning were collected.

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The purpose of this study was to investigate the learning preferences and the post-secondary educational experiences of a group of Net-Gen adult learners, aged between 18 and 35, currently working in the knowledge economy workplace, and their assessment of how adequately they were prepared to meet the requirements of the knowledge economy workplace. This study utilized an explanatory mixed-method research design. Participants completed a questionnaire providing information on their self-reported learning style preferences, their use of digital tools for formal and informal learning, their use of digital technologies in postsecondary educational experiences, and their use of digital technologies in their workplace. Four volunteers from the questionnaire respondents were selected to participate in interviews based on the diversity of their experiences in higher education, including digital environments, and the diversity of their knowledge economy workplaces. Data collected from the questionnaire were analyzed for descriptive and demographic statistics, and categorized so that common patterns could be identified from information gathered from the online questionnaire and interviews. Findings based on this study indicated that these Net-Gen adult learners were fluent with all types of digital technologies in collaborative environments, expecting their educational experiences to provide a similar experience. Participants clearly expressed an understanding that digital/collaborative aptitudes are essential to successful employment in the knowledge economy workplace. The findings of this study indicated that the majority of participants felt that their post-secondary educational experiences did not adequately prepare them to meet the expectations of this type of working environment.

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Since the knowledge-based economy has become a fashion over the last few decades, the concept of the professional learning community (PLC) has started being accepted by educational institutions and governments as an effective framework to improve teachers’ collective work and collaboration. The purpose of this research was to compare and contrast the implementations of PLCs between Beijing schools and Ontario schools from principals’ personal narratives. In order to discover the lessons and widen the scope to understand the PLC, this research applied qualitative design to collect the data from two principal participants in each location by semistructured interviews. Four themes emerged: (a) structure and technology, (b) identity and climate, (c) task and support, and (d) change and challenge. This research found that the root of the characteristics of the PLCs in Beijing and Ontario was the different existing teaching and learning systems as well as the test systems. Teaching Research Groups (TRGs) is one of the systems that help Chinese to organize routine time and input resources to improve teachers’ professional development. However, Canadian schools lack a similar system that guarantees the time and resources. Moreover, standardized test plays different roles in China and Canada. In China, standardized tests, such as the college entrance examination, are regarded as the important purpose of education, whereas Ontario principals saw the Education Quality and Accountability Office (EQAO) as a tool rather than a primary purpose. These two main differences influenced principals’ beliefs, attitudes, strategies, and practices. The implications based on this discovery provide new perspectives for principals, teachers, policy makers, and scholars to widen and deepen the research and practice of the PLC.

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Mobile augmented reality applications are increasingly utilized as a medium for enhancing learning and engagement in history education. Although these digital devices facilitate learning through immersive and appealing experiences, their design should be driven by theories of learning and instruction. We provide an overview of an evidence-based approach to optimize the development of mobile augmented reality applications that teaches students about history. Our research aims to evaluate and model the impacts of design parameters towards learning and engagement. The research program is interdisciplinary in that we apply techniques derived from design-based experiments and educational data mining. We outline the methodological and analytical techniques as well as discuss the implications of the anticipated findings.

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Presentation at the Ontario Library Association Super Conference, January 28-21, 2015, Toronto, ON.

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The skill to identify and use best practices in literacy to promote achievement for students of all abilities cannot be underestimated by elementary educators. This qualitative case study investigates 1 year of a literacy initiative for primary and junior educators organized by a southern Ontario school board. The goals of the initiative were to design a literacy guide for teachers while building teacher capacity with literacy practices. Data were culled and analyzed from an examination of the guide, the meetings’ field notes and artifacts, as well as interviews with the educators at the end of the year. Several themes from the results emerged. The educators perceived the design process as unclear but the collaborative components were deemed valuable. The guide’s incompletion led to mixed reactions from the educators about the guide and its structure. Overall, the first year of the 3-year initiative acted as a catalyst for professional learning on literacy. The findings of this study accentuated the value of training educators to use empirical research to support their practices and professional knowledge. Also, the significance of promoting strong leadership with a comprehensive layout consisting of coherent tangible goals for professional development is highlighted.

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Affiliation: Claudia Kleinman, Nicolas Rodrigue & Hervé Philippe : Département de biochimie, Faculté de médecine, Université de Montréal

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Les changements sont faits de façon continue dans le code source des logiciels pour prendre en compte les besoins des clients et corriger les fautes. Les changements continus peuvent conduire aux défauts de code et de conception. Les défauts de conception sont des mauvaises solutions à des problèmes récurrents de conception ou d’implémentation, généralement dans le développement orienté objet. Au cours des activités de compréhension et de changement et en raison du temps d’accès au marché, du manque de compréhension, et de leur expérience, les développeurs ne peuvent pas toujours suivre les normes de conception et les techniques de codage comme les patrons de conception. Par conséquent, ils introduisent des défauts de conception dans leurs systèmes. Dans la littérature, plusieurs auteurs ont fait valoir que les défauts de conception rendent les systèmes orientés objet plus difficile à comprendre, plus sujets aux fautes, et plus difficiles à changer que les systèmes sans les défauts de conception. Pourtant, seulement quelques-uns de ces auteurs ont fait une étude empirique sur l’impact des défauts de conception sur la compréhension et aucun d’entre eux n’a étudié l’impact des défauts de conception sur l’effort des développeurs pour corriger les fautes. Dans cette thèse, nous proposons trois principales contributions. La première contribution est une étude empirique pour apporter des preuves de l’impact des défauts de conception sur la compréhension et le changement. Nous concevons et effectuons deux expériences avec 59 sujets, afin d’évaluer l’impact de la composition de deux occurrences de Blob ou deux occurrences de spaghetti code sur la performance des développeurs effectuant des tâches de compréhension et de changement. Nous mesurons la performance des développeurs en utilisant: (1) l’indice de charge de travail de la NASA pour leurs efforts, (2) le temps qu’ils ont passé dans l’accomplissement de leurs tâches, et (3) les pourcentages de bonnes réponses. Les résultats des deux expériences ont montré que deux occurrences de Blob ou de spaghetti code sont un obstacle significatif pour la performance des développeurs lors de tâches de compréhension et de changement. Les résultats obtenus justifient les recherches antérieures sur la spécification et la détection des défauts de conception. Les équipes de développement de logiciels doivent mettre en garde les développeurs contre le nombre élevé d’occurrences de défauts de conception et recommander des refactorisations à chaque étape du processus de développement pour supprimer ces défauts de conception quand c’est possible. Dans la deuxième contribution, nous étudions la relation entre les défauts de conception et les fautes. Nous étudions l’impact de la présence des défauts de conception sur l’effort nécessaire pour corriger les fautes. Nous mesurons l’effort pour corriger les fautes à l’aide de trois indicateurs: (1) la durée de la période de correction, (2) le nombre de champs et méthodes touchés par la correction des fautes et (3) l’entropie des corrections de fautes dans le code-source. Nous menons une étude empirique avec 12 défauts de conception détectés dans 54 versions de quatre systèmes: ArgoUML, Eclipse, Mylyn, et Rhino. Nos résultats ont montré que la durée de la période de correction est plus longue pour les fautes impliquant des classes avec des défauts de conception. En outre, la correction des fautes dans les classes avec des défauts de conception fait changer plus de fichiers, plus les champs et des méthodes. Nous avons également observé que, après la correction d’une faute, le nombre d’occurrences de défauts de conception dans les classes impliquées dans la correction de la faute diminue. Comprendre l’impact des défauts de conception sur l’effort des développeurs pour corriger les fautes est important afin d’aider les équipes de développement pour mieux évaluer et prévoir l’impact de leurs décisions de conception et donc canaliser leurs efforts pour améliorer la qualité de leurs systèmes. Les équipes de développement doivent contrôler et supprimer les défauts de conception de leurs systèmes car ils sont susceptibles d’augmenter les efforts de changement. La troisième contribution concerne la détection des défauts de conception. Pendant les activités de maintenance, il est important de disposer d’un outil capable de détecter les défauts de conception de façon incrémentale et itérative. Ce processus de détection incrémentale et itérative pourrait réduire les coûts, les efforts et les ressources en permettant aux praticiens d’identifier et de prendre en compte les occurrences de défauts de conception comme ils les trouvent lors de la compréhension et des changements. Les chercheurs ont proposé des approches pour détecter les occurrences de défauts de conception, mais ces approches ont actuellement quatre limites: (1) elles nécessitent une connaissance approfondie des défauts de conception, (2) elles ont une précision et un rappel limités, (3) elles ne sont pas itératives et incrémentales et (4) elles ne peuvent pas être appliquées sur des sous-ensembles de systèmes. Pour surmonter ces limitations, nous introduisons SMURF, une nouvelle approche pour détecter les défauts de conception, basé sur une technique d’apprentissage automatique — machines à vecteur de support — et prenant en compte les retours des praticiens. Grâce à une étude empirique portant sur trois systèmes et quatre défauts de conception, nous avons montré que la précision et le rappel de SMURF sont supérieurs à ceux de DETEX et BDTEX lors de la détection des occurrences de défauts de conception. Nous avons également montré que SMURF peut être appliqué à la fois dans les configurations intra-système et inter-système. Enfin, nous avons montré que la précision et le rappel de SMURF sont améliorés quand on prend en compte les retours des praticiens.

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This is a Named Entity Based Question Answering System for Malayalam Language. Although a vast amount of information is available today in digital form, no effective information access mechanism exists to provide humans with convenient information access. Information Retrieval and Question Answering systems are the two mechanisms available now for information access. Information systems typically return a long list of documents in response to a user’s query which are to be skimmed by the user to determine whether they contain an answer. But a Question Answering System allows the user to state his/her information need as a natural language question and receives most appropriate answer in a word or a sentence or a paragraph. This system is based on Named Entity Tagging and Question Classification. Document tagging extracts useful information from the documents which will be used in finding the answer to the question. Question Classification extracts useful information from the question to determine the type of the question and the way in which the question is to be answered. Various Machine Learning methods are used to tag the documents. Rule-Based Approach is used for Question Classification. Malayalam belongs to the Dravidian family of languages and is one of the four major languages of this family. It is one of the 22 Scheduled Languages of India with official language status in the state of Kerala. It is spoken by 40 million people. Malayalam is a morphologically rich agglutinative language and relatively of free word order. Also Malayalam has a productive morphology that allows the creation of complex words which are often highly ambiguous. Document tagging tools such as Parts-of-Speech Tagger, Phrase Chunker, Named Entity Tagger, and Compound Word Splitter are developed as a part of this research work. No such tools were available for Malayalam language. Finite State Transducer, High Order Conditional Random Field, Artificial Immunity System Principles, and Support Vector Machines are the techniques used for the design of these document preprocessing tools. This research work describes how the Named Entity is used to represent the documents. Single sentence questions are used to test the system. Overall Precision and Recall obtained are 88.5% and 85.9% respectively. This work can be extended in several directions. The coverage of non-factoid questions can be increased and also it can be extended to include open domain applications. Reference Resolution and Word Sense Disambiguation techniques are suggested as the future enhancements

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Learning Disability (LD) is a neurological condition that affects a child’s brain and impairs his ability to carry out one or many specific tasks. LD affects about 15 % of children enrolled in schools. The prediction of LD is a vital and intricate job. The aim of this paper is to design an effective and powerful tool, using the two intelligent methods viz., Artificial Neural Network and Adaptive Neuro-Fuzzy Inference System, for measuring the percentage of LD that affected in school-age children. In this study, we are proposing some soft computing methods in data preprocessing for improving the accuracy of the tool as well as the classifier. The data preprocessing is performed through Principal Component Analysis for attribute reduction and closest fit algorithm is used for imputing missing values. The main idea in developing the LD prediction tool is not only to predict the LD present in children but also to measure its percentage along with its class like low or minor or major. The system is implemented in Mathworks Software MatLab 7.10. The results obtained from this study have illustrated that the designed prediction system or tool is capable of measuring the LD effectively

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This paper re-addresses the issue of a lacking genuine design research paradigm. It tries to sketch an operational model of such a paradigm, based upon a generic design process model, which is derived from basic notions of evolution and learning in different domains of knowing (and turns out to be not very different from existing ones). It does not abandon the scientific paradigm but concludes that the latter has to be embedded into / subordinated under a design paradigm.

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