Search for dissertations about: "online learning technology"

Showing result 1 - 5 of 137 swedish dissertations containing the words online learning technology.

  1. 1. Technology-enhanced formative assessment in higher education : An intervention design of scaffolding student self-regulated learning

    Author : Bernard Bahati; Uno Fors; Preben Hansen; Evode Mukama; Annika Lantz-Andersson; Stockholms universitet; []
    Keywords : SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Technology-enhanced learning; formative e-assessment; self-regulated learning; blended learning; Information Society; informationssamhället;

    Abstract : As online learning is increasingly adopted in higher education institutions, many instructors are faced with the challenges of devising and implementing effective pedagogical practices that advance student learning. One of the challenges points to the design and development of assessment activities that truly inform the teaching and learning process. READ MORE

  2. 2. Online teaching practices : Sociomaterial matters in higher education settings

    Author : Karin Bolldén; Madeleine Abrandt Dahlgren; Ann-Marie Laginder; Åsa Mäkitalo; Linköpings universitet; []
    Keywords : SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Practice theory; sociomaterial; ICT; distance education; e-learning; online ethnography; internet research; higher education; virtual worlds; LMS; VLE; Praktikteori; sociomaterialitet; IKT; distansutbildning; e-lärande; onlineetnografi; internetforskning; högre utbildning; virtuella världar; LMS; VLE;

    Abstract : The aim of this study was to describe and analyse online teaching practices in the Swedish higher education context. The study had an online ethnographic approach and was based on empirical data on the teaching in two university courses. READ MORE

  3. 3. Spontaneous online tutoring : Students’ support of their own and other students’ process of inquiry in online text-based tutoring

    Author : Malin Jansson; Stefan Hrastinski; Stefan Stenbom; Fredrik Enoksson; Jennifer Richardson; KTH; []
    Keywords : SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Teknik och lärande; Technology and Learning;

    Abstract : The use of online technologies has made education more accessible. In online education, there are increased expectations for students to be self-directed and take responsibility for their learning. Research has also shown that students can benefit from learning from each other. READ MORE

  4. 4. Learning as a patient : What and how individuals want to learn when preparing for surgery, and the potential use of serious games in their education

    Author : Brynja Ingadóttir; Tiny Jaarsma; Ingela Thylén; Bjöörn Fossum; Linköpings universitet; []
    Keywords : MEDICIN OCH HÄLSOVETENSKAP; MEDICAL AND HEALTH SCIENCES; MEDICIN OCH HÄLSOVETENSKAP; MEDICAL AND HEALTH SCIENCES; MEDICIN OCH HÄLSOVETENSKAP; MEDICAL AND HEALTH SCIENCES; MEDICIN OCH HÄLSOVETENSKAP; MEDICAL AND HEALTH SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; Education; knowledge expectations; learning; serious game; surgical patients; Kennslutölvuleikur; nám; sjúklingafræðsla; skurðsjúklingar; væntingar til fræðslu;

    Abstract : Introduction: Surgical patients need knowledge to participate in their own care and to engage in self-care behaviour in the perioperative period which is important for their recovery. Patient education facilitates such knowledge acquisition and several methods can be used to facilitate it, for example, face-to-face education and brochures or using information technology such as website or computer games. READ MORE

  5. 5. Plug & Play? Stakeholders’ co-meaningmaking of gamification implementations in workplace learning environments

    Author : Adam Palmquist; Göteborgs universitet; []
    Keywords : NATURVETENSKAP; NATURAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; SAMHÄLLSVETENSKAP; SOCIAL SCIENCES; TEKNIK OCH TEKNOLOGIER; ENGINEERING AND TECHNOLOGY; NATURVETENSKAP; NATURAL SCIENCES; gamification; stakeholder; design; implementation; adoption; workplace learning; gamification stakeholder design implementation adoption workplace learning;

    Abstract : This dissertation discusses the implementation process of gamification in organisations’ workplace learning environments, focusing on four stakeholder groups: Administrators, Leaders, Providers and Users. These stakeholder groups are represented across the dissertation’s five articles, which present the results of my investigation of the groups’ meaning attributions to the gamification implementations in their organisations’ learning environments. READ MORE