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ASU Electronic Theses and Dissertations


This collection includes most of the ASU Theses and Dissertations from 2011 to present. ASU Theses and Dissertations are available in downloadable PDF format; however, a small percentage of items are under embargo. Information about the dissertations/theses includes degree information, committee members, an abstract, supporting data or media.

In addition to the electronic theses found in the ASU Digital Repository, ASU Theses and Dissertations can be found in the ASU Library Catalog.

Dissertations and Theses granted by Arizona State University are archived and made available through a joint effort of the ASU Graduate College and the ASU Libraries. For more information or questions about this collection contact or visit the Digital Repository ETD Library Guide or contact the ASU Graduate College at gradformat@asu.edu.


Contributor
Date Range
2010 2019


Although women of color have increased their presence in the workplace, many obstacles restricting career opportunities still exist. It is important that mental health professionals contribute in providing interventions to increase career opportunities for women of color. The purpose of this research is to add to the repertoire of interventions by studying the irrational career beliefs of Black women. This research utilizes the Believe It! program, an online career development program that focuses on altering irrational/maladaptive career beliefs that can prevent young females from pursuing career opportunities. An early study of Believe It! found it to be effective for Caucasian …

Contributors
Webster, Jacqueline Tiann, Horan, John J, Atkinson, Robert, et al.
Created Date
2010

The purpose of this experimental study was to investigate the effects of textual and visual annotations on Spanish listening comprehension and vocabulary acquisition in the context of an online multimedia listening activity. 95 students who were enrolled in different sections of first year Spanish classes at a community college and a large southwestern university were randomly assigned to one of four versions of an online multimedia listening activity that contained textual and visual annotations of several key words. Students then took a comprehension and vocabulary posttest and a survey to measure cognitive load and general attitudes towards the program. Results …

Contributors
Cottam, Michael Evan, Savenye, Wilhelmina, Klein, James D., et al.
Created Date
2010

The current study is a follow up to a previous evaluation of Believe It!, an internet-based career development program for adolescent girls. This study attempted to extend the program's effectiveness by manipulating animated agent appearance based on literature suggesting that agent appearance has implications for human-computer program interface. Participants included 52 Latinas (ages 11 to 14) randomly assigned to view one of two versions of the revised career program. Each version contained identical content but included animated agents designed to represent different ethnicities. Pre and post-treatment scores for three career belief measures and an occupational stereotype measure were analyzed using …

Contributors
Hardy, Amanda Octavia Nichole, Horan, John, Atkinson, Robert, et al.
Created Date
2011

Lots of previous studies have analyzed human tutoring at great depths and have shown expert human tutors to produce effect sizes, which is twice of that produced by an intelligent tutoring system (ITS). However, there has been no consensus on which factor makes them so effective. It is important to know this, so that same phenomena can be replicated in an ITS in order to achieve the same level of proficiency as expert human tutors. Also, to the best of my knowledge no one has looked at student reactions when they are working with a computer based tutor. The answers …

Contributors
Ranganathan, Rajagopalan, Vanlehn, Kurt, Atkinson, Robert, et al.
Created Date
2011

This study examines the effect of the translation of traditional scientific vocabulary into plain English, a process referred to as Anglicization, on student learning in the context of introductory microbiology instruction. Data from Anglicized and Classical-vocabulary lab sections were collected. Data included exam scores as well as pre and post-course surveys on reasoning skills, impressions of biology, science and the course, and microbiology knowledge. Students subjected to Anglicized instruction performed significantly better on exams that assessed their abilities to apply and analyze knowledge from the course, and gained similar amounts of knowledge during the course when compared to peers instructed …

Contributors
Richter, Emily G., Lawson, Anton, Stout, Valerie, et al.
Created Date
2011

The current study analyzed existing data, collected under a previous U.S. Department of Education Reading First grant, to investigate the strength of the relationship between scores on the first- through third-grade Dynamic Indicators of Basic Early Literacy Skills - Oral Reading Fluency (DIBELS-ORF) test and scores on a reading comprehension test (TerraNova-Reading) administered at the conclusion of second- and third-grade. Participants were sixty-five English Language Learners (ELLs) learning to read in a school district adjacent to the U.S.-Mexico border. DIBELS-ORF and TerraNova-Reading scores were provided by the school district, which administers the assessments in accordance with state and federal mandates …

Contributors
Millett, Joseph Ridge, Atkinson, Robert, Blanchard, Jay, et al.
Created Date
2011

The purpose of this study was to investigate the impacts of visual cues and different types of self-explanation prompts on learning, cognitive load and intrinsic motivation, as well as the potential interaction between the two factors in a multimedia environment that was designed to deliver a computer-based lesson about the human cardiovascular system. A total of 126 college students were randomly assigned in equal numbers (N = 21) to one of the six experimental conditions in a 2 X 3 factorial design with visual cueing (visual cues vs. no cues) and type of self-explanation prompts (prediction prompts vs. reflection prompts …

Contributors
Lin, Lijia, Atkinson, Robert, Nelson, Brian, et al.
Created Date
2011

Temporal data are increasingly prevalent and important in analytics. Time series (TS) data are chronological sequences of observations and an important class of temporal data. Fields such as medicine, finance, learning science and multimedia naturally generate TS data. Each series provide a high-dimensional data vector that challenges the learning of the relevant patterns This dissertation proposes TS representations and methods for supervised TS analysis. The approaches combine new representations that handle translations and dilations of patterns with bag-of-features strategies and tree-based ensemble learning. This provides flexibility in handling time-warped patterns in a computationally efficient way. The ensemble learners provide a …

Contributors
Baydogan, Mustafa Gokce, Runger, George C, Atkinson, Robert, et al.
Created Date
2012

Concerted efforts have been made within teacher preparation programs to integrate teaching with technology into the curriculum. Unfortunately, these efforts continue to fall short as teachers' application of educational technology is unsophisticated and not well integrated. The most prevalent approaches to integrating technology tend to ignore pedagogy and content and assume that the technology integration knowledge for all contexts is the same. One theoretical framework that does acknowledge content, pedagogy, and context in conjunction with technology is Technological Pedagogical Content Knowledge (TPACK) and was the lens through which teacher development was measured and interpreted in this study. The purpose of …

Contributors
Sabo, Kent, Atkinson, Robert, Archambault, Leanna, et al.
Created Date
2013

The purpose of this survey study was to collect data from pre-K-12 educators in the U.S. regarding their perceptions of the purpose, conceptions, use, impact, and results of educational research. The survey tool was based on existing questionnaires and case studies in the literature, as well as newly developed items. 3,908 educators in a database developed over 10+ years at the world's largest education company were sent a recruiting email; 400 elementary and secondary teachers in the final sample completed the online survey containing 48 questions over a three-week deployment period in the spring of 2013. Results indicated that overall …

Contributors
Mahoney, Shawn, Savenye, Wilhelmina, Nelson, Brian, et al.
Created Date
2013

With the unveiling of the National Educational Technology Plan 2010, both preservice and inservice K12 teachers in the United States are expected to create a classroom environment that fosters the creation of digital citizens. However, it is unclear whether or not teacher education programs build this direct instruction, or any other method of introducing students to the National Education Technology Standards (NETS), "a standard of excellence and best practices in learning, teaching and leading with technology in education," into their curriculum (International Society for Technology in Education, 2012). As with most teaching skills, the NETS and standards-based technology integration must …

Contributors
Lewis, Carrie Lynn, Nelson, Brian, Archambault, Leanna, et al.
Created Date
2013

Recent legislation allowing educational agencies to use Response to Intervention (RTI) in determining whether a child has a specific learning disability, coupled with a focus on large-scale testing and accountability resulted in the increasing use of curriculum based measurement (CBM) as a tool for understanding students' progress towards state standards, particularly in reading through the use of oral reading fluency measures. Extensive evidence of oral reading fluency's predictability of reading comprehension exists, but little research on differential effects across racial, gender, and socioeconomic subgroups is available. This study investigated racial, gender, and socioeconomic bias in DIBELS Oral Reading Fluency (DIBELS …

Contributors
Adkins, Jill, Caterino, Linda C., Atkinson, Robert, et al.
Created Date
2013

ABSTRACT The phenomenon of cyberbullying has captured the attention of educators and researchers alike as it has been associated with multiple aversive outcomes including suicide. Young people today have easy access to computer mediated communication (CMC) and frequently use it to harass one another -- a practice that many researchers have equated to cyberbullying. However, there is great disagreement among researchers whether intentional harmful actions carried out by way of CMC constitute cyberbullying, and some authors have argued that "cyber-aggression" is a more accurate term to describe this phenomenon. Disagreement in terms of cyberbullying's definition and methodological inconsistencies including choice …

Contributors
Lerner, David Frederick, Green, Samuel B, Caterino, Linda, et al.
Created Date
2013

Believe It! is an animated interactive computer program that delivers cognitive restructuring to adolescent females' irrational career beliefs. It challenges the irrational belief and offers more reasonable alternatives. The current study investigated the potentially differential effects of Asian versus Caucasian animated agents in delivering the treatment to young Chinese American women. The results suggested that the Asian animated agent was not significantly superior to the Caucasian animated agent. Nor was there a significant interaction between level of acculturation and the effects of the animated agents. Ways to modify the Believe It! program for Chinese American users were recommended. Dissertation/Thesis

Contributors
Zhang, Xue (Yidan), Horan, John J, Homer, Judith, et al.
Created Date
2013

The gameplay experience can be understood as an interaction between player and game design characteristics. A greater understanding of these characteristics can be gained through empirical means. Subsequently, an enhanced knowledge of these characteristics should enable the creation of games that effectively generate desirable experiences for players. The purpose of this study was to investigate the relationships between gameplay enjoyment and the individual characteristics of gaming goal orientations, game usage, and gender. A total of 301 participants were surveyed and the data were analyzed using Structural Equation Modeling (SEM). This led to an expanded Gameplay Enjoyment Model (GEM) with 41 …

Contributors
Quick, John, Atkinson, Robert, Mcnamara, Danielle, et al.
Created Date
2013

This experimental pretest-posttest design study extended the field of media literacy research to pre-professionals in the entertainment industry. Specifically, it investigated the effects of lecture, film screenings and focused discussions on media literacy general awareness, comprehension, critical thinking and attitudes about filmmakers' responsibility after a unit of instruction on media violence designed specifically for university film majors. Inherent in this process was an attempt to create a valid instrument for measuring media literacy awareness, comprehension, critical thinking and attitudes about social responsibilities among future media makers. Items were presented from the perspective of a creator of entertainment products. A demographic …

Contributors
Valenti, Laurie Trotta, Savenye, Wilhelmina, Atkinson, Robert, et al.
Created Date
2014

This quantitative, quasi-experimental study examined the effectiveness of three types of online guided-practice activities designed to increase learning of visual art concepts, the color concepts of hue, tint, shade, value, and neutral colors in particular, among fifth grade students in a large school district in the southwestern United States. The study's results indicated that, when students were given a limited amount of time to engage in practice activities, there was no statistically significant difference among the three types of guided practice and the control group. What was effective, however, was the instructional component of this study's instruments. Dissertation/Thesis

Contributors
Delahunt, Michael Reid, Erickson, Mary, Atkinson, Robert, et al.
Created Date
2014

This research study investigated the effects of high fidelity graphics on both learning and presence, or the "sense of being there," inside a Virtual Learning Environment (VLE). Four versions of a VLE on the subject of the element mercury were created, each with a different combination of high and low fidelity polygon models and high and low fidelity shaders. A total of 76 college age (18+ years of age) participants were randomly assigned to one of the four conditions. The participants interacted with the VLE and then completed several posttest measures on learning, presence, and attitudes towards the VLE experience. …

Contributors
Horton, Scott, Nelson, Brian, Savenye, Wilhelmina, et al.
Created Date
2014

The Believe It! program developed and evaluated by Kovalski & Horan (1999) was the first interactive, multimedia, psychological-education intervention deployed on the Internet. In a controlled study, the authors reported that the ethnically diverse cartoon models were partially successful in using cognitive restructuring to promote more reasonable career beliefs among Caucasian middle-school young women. It was not clear if the program's lack of efficacy among minority young women was due to computer literacy factors affected by SES. Subsequently, three studies explored the role of matching or mismatching the ethnicity of animated agents in a graphically enhanced program with that of …

Contributors
Hacker, Robyn L., Horan, John J, Atkinson, Robert, et al.
Created Date
2014

This study explores teacher educators' personal theories about the instructional practices central to preparing future teachers, how they enact those personal theories in the classroom, how they represent the relationship between content, pedagogy, and technology, and the function of technology in teacher educators' personal theories about the teaching of mathematics and their practices as enacted in the classroom. The conceptual frameworks of knowledge as situated and technology as situated provide a theoretical and analytical lens for examining individual instructor's conceptions and classroom activity as situated in the context of experiences and relationships in the social world. The research design employs …

Contributors
Toth, Meredith Jean, Middleton, James, Sloane, Finbarr, et al.
Created Date
2014

This dissertation study quantitatively measured the performance of 345 students who received public speaking instruction through an online platform presented in one of six experimental conditions in order to explore the ability of online lectures to replicate the characteristics of instructor presence and learner interaction traditionally associated with face-to-face public speaking courses. The study investigated the following research questions: RQ1: How does the visibility of an instructor in a public speaking video lesson affect students' perception of presence? RQ2: How does the visibility of an instructor in a public speaking video lesson affect student learning? RQ3: How do self-explanation (Constructive) …

Contributors
Butler, Nicholas, Nelson, Brian, Atkinson, Robert, et al.
Created Date
2014

The relationship between parent and child acculturation gaps and the child's well-being for Asian American families, with the child's perceived family conflict as a potential mediating variable were examined in this study. In addition to linear relationships of acculturation gaps, curvilinear relationships were also examined. The sample consisted of 165 first or second generation Asian Americans, aged between 18 to 22. Results indicated that native culture gap is predictive of participants' self-report of depression, and family conflict did function as a mediator to the relationship between native culture gap and depression. The curvilinear relationship between acculturation gaps and well-being was …

Contributors
Shi, Yue, Tracey, Terence, Homer, Judith, et al.
Created Date
2015

The purpose of this instructional design and development study was to describe, evaluate and improve the instructional design process and the work of interdisciplinary design teams. A National Science Foundation (NSF) funded, Transforming Undergraduate Education in Science (TUES) project was the foundation for this study. The project developed new curriculum materials to teach learning content in unsaturated soils in undergraduate geotechnical engineering classes, a subset of the civil engineering. The study describes the instructional design (ID) processes employed by the team members as they assess the need, develop the materials, disseminate the learning unit, and evaluate its effectiveness, along with …

Contributors
Ornelas, Arthur, Savenye, Wilhelmina C., Atkinson, Robert, et al.
Created Date
2015

This study aims to uncover whether English Central, an online English as a Second Language tool, improves speaking proficiency for undergraduate students with developing English skills. Eighty-three advanced English language learners from the American English and Culture Program at Arizona State University were randomly assigned to one of three conditions: the use of English Central with a learner-control, shared-control, and a no-treatment condition. The two treatment groups were assigned approximately 14.7 hours of online instruction. The relative impact of each of the three conditions was assessed using two measures. First, the Pearson Versant Test (www.versanttest.com), a well-established English-as-a-second-language speaking test, …

Contributors
Dixon, Shane Yahlu, Atkinson, Robert, Savenye, Wilhelmina, et al.
Created Date
2015

Computational thinking, the creative thought process behind algorithmic design and programming, is a crucial introductory skill for both computer scientists and the population in general. In this thesis I perform an investigation into introductory computer science education in the United States and find that computational thinking is not effectively taught at either the high school or the college level. To remedy this, I present a new educational system intended to teach computational thinking called Genost. Genost consists of a software tool and a curriculum based on teaching computational thinking through fundamental programming structures and algorithm design. Genost's software design is …

Contributors
Walliman, Garret Greg, Atkinson, Robert, Chen, Yinong, et al.
Created Date
2015

Affect signals what humans care about and is involved in rational decision-making and action selection. Many technologies may be improved by the capability to recognize human affect and to respond adaptively by appropriately modifying their operation. This capability, named affect-driven self-adaptation, benefits systems as diverse as learning environments, healthcare applications, and video games, and indeed has the potential to improve systems that interact intimately with users across all sectors of society. The main challenge is that existing approaches to advancing affect-driven self-adaptive systems typically limit their applicability by supporting the creation of one-of-a-kind systems with hard-wired affect recognition and self-adaptation …

Contributors
Gonzalez Sanchez, Javier, Burleson, Winslow, Collofello, James, et al.
Created Date
2016

The purpose of this study was to investigate the impacts of three types of instructional presentation methods on learning, efficiency, cognitive load, and learner attitude. A total of 67 employees of a large southwestern university working in the field of research administration were randomly assigned to one of three conditions. Each condition presented instructional materials using a different method, namely dynamic integrated, dynamic non-integrated, or non-dynamic non-integrated. Participants completed a short survey, pre-test, cognitive load questions, learner attitude questions, and a post-test during their experience. The results reveal that users of the dynamic integrated condition treatment showed significant improvement in …

Contributors
Brown, Drew, Nelson, Brian, Savenye, Wilhelmina, et al.
Created Date
2016

A lot of strides have been made in enabling technologies to aid individuals with visual impairment live an independent life. The advent of smart devices and participatory web has especially facilitated the possibility of new interactions to aide everyday tasks. Current systems however tend to be complex and require multiple cumbersome devices which invariably come with steep learning curves. Building new cyber-human systems with simple integrated interfaces while keeping in mind the specific requirements of the target users would help alleviate their mundane yet significant daily needs. Navigation is one such significant need that forms an integral part of everyday …

Contributors
Paladugu, Devi Archana, Li, Baoxin, Hedgpeth, Terri, et al.
Created Date
2016
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Virtual Reality (hereafter VR) and Mixed Reality (hereafter MR) have opened a new line of applications and possibilities. Amidst a vast network of potential applications, little research has been done to provide real time collaboration capability between users of VR and MR. The idea of this thesis study is to develop and test a real time collaboration system between VR and MR. The system works similar to a Google document where two or more users can see what others are doing i.e. writing, modifying, viewing, etc. Similarly, the system developed during this study will enable users in VR and MR …

Contributors
Seth, Nayan Sateesh, Nelson, Brian, Walker, Erin, et al.
Created Date
2017

Emerging information and communication technology (ICT) has had an enormous effect on the building architecture, engineering, construction and operation (AECO) fields in recent decades. The effects have resonated in several disciplines, such as project information flow, design representation and communication, and Building Information Modeling (BIM) approaches. However, these effects can potentially impact communication and coordination of the virtual design contents in both design and construction phases. Therefore, and with the great potential for emerging technologies in construction projects, it is essential to understand how these technologies influence virtual design information within the organizations as well as individuals’ behaviors. This research …

Contributors
Alsafouri, Suleiman, Ayer, Steven, Tang, Pingbo, et al.
Created Date
2017

Human-Robot collaboration can be a challenging exercise especially when both the human and the robot want to work simultaneously on a given task. It becomes difficult for the human to understand the intentions of the robot and vice-versa. To overcome this problem, a novel approach using the concept of Mixed-Reality has been proposed, which uses the surrounding space as the canvas to augment projected information on and around 3D objects. A vision based tracking algorithm precisely detects the pose and state of the 3D objects, and human-skeleton tracking is performed to create a system that is both human-aware as well …

Contributors
Rathore, Yash K., Amor, Hani Ben, Nelson, Brian, et al.
Created Date
2017

Guitar Hero III and similar games potentially offer a vehicle for improvement of musical rhythmic accuracy with training delivered in both visual and auditory formats and by use of its novel guitar-shaped interface; however, some theories regarding multimedia learning suggest sound is a possible source of extraneous cognitive load while playing so players may score higher with sound turned off. Also, existing studies have shown that differences in the physical format of interfaces affect learning outcomes. This study sought to determine whether (a) the game’s audio content affects rhythmic accuracy, and (b) the type of game controller used affects learning …

Contributors
Thomas, James William, Zuiker, Steven J, Atkinson, Robert, et al.
Created Date
2017

The purpose of this study was to investigate the effects of static pedagogical agents (included and excluded) and gamification practice (included and excluded) on vocabulary acquisition and perceptions of cognitive load by junior high students who studied Navajo language via computer-based instructional program. A total of 153 students attending a junior high school in the southwestern United States were the participants for this study. Prior to the beginning of the study, students were randomly assigned to one of four treatment groups who used a Navajo language computer-based program that contained a combination of static pedagogical agent (included and excluded) and …

Contributors
Shurley, Kenneth Alessandro, Savenye, Wilhelmina C, Atkinson, Robert, et al.
Created Date
2018

The problem under investigation was to determine if a specific outline-style learning guide, called a Learning Agenda (LA), can improve a college algebra learning environment and if learner control can reduce the cognitive effort associated with note-taking in this instance. The 192 participants were volunteers from 47 different college algebra and pre-calculus classes at a community college in the southwestern United States. The approximate demographics of this college as of the academic year 2016 – 2017 are as follows: 53% women, 47% men; 61% ages 24 and under, 39% 25 and over; 43% Hispanic/Latino, 40% White, 7% other. Participants listened …

Contributors
Tarr, Julie Charlotte, Nelson, Brian, Atkinson, Robert, et al.
Created Date
2018

The purpose of this study was to investigate the impact of immersion on knowledge, cognitive load, and presence in a simulation designed to deliver a lesson on science lab safety training. 108 participants were randomly assigned to one of three conditions: high immersion (played an interactive simulation about lab safety in a VR headset), medium immersion (played the same interactive simulation on the computer), or low immersion (watched a video and read about lab safety procedures). Participants completed a pretest, a science lab safety training, a posttest (same as the pretest), a questionnaire with subjective presence questions, and a questionnaire …

Contributors
Savvides, Philippos, Nelson, Brian, Johnson-Glenberg, Mina, et al.
Created Date
2018

Social media platforms have emerged as leading communication channels for social interaction and information sharing in the early part of the 21st century. In an ideal world, social media users should feel that they can interpret the social interactions they witness and the information that is shared on social media platforms as inherently honest and truthful; however, reality is very different. Social media platforms have become vehicles capable of spreading misinformation quickly and broadly. Information literacy offers a pathway for mitigating the negative consequences of misinformation found within various forms of content provided that instruction is contextually defined and applicable …

Contributors
Martinez, Tome Raymond, Atkinson, Robert, Zuiker, Steven, et al.
Created Date
2019