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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.


Subject
Date Range
2011 2019


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 dissertation reports on an action research study that sought to discover how a new WiFi, tablet computing device, the Apple iPad, affected, enhanced, and impacted student engagement in an English Honors course at Scottsdale Community College. The researcher was also the instructor in the two semester, first-year, college composition sequence (English 101/102) in which all 18 students were provided the new Apple iPad tablet computing device. The researcher described how students adapted the Apple iPads to their academic lives, assessed iPad compatibility with current instructional technology systems, and interviewed participating students to document their beliefs about whether iPad activities …

Contributors
Tualla, Larry Tech, Clark, Christopher M, De Los Santos Jr., Alfredo G, et al.
Created Date
2011

Increasing numbers of courses are offered online and increasing numbers of students are pursuing post-secondary studies. At broad-access institutions, such as land grant universities and community colleges, this presents a particular concern around student persistence--that is, the number of students who complete diploma, certificate, or degree requirements from an institution. Such increased access and increased enrollment also present unique challenges to first-year writing instructors, who are often the first professionals with whom first-year students are in contact. Here I explore the many reasons why student persistence should interest first-year writing instructors, in particular, those who are teaching online. Student persistence …

Contributors
Bergin, Jeffrey Richard, Roen, Duane, Miller, Keith, et al.
Created Date
2012

The purpose of this action research study was to determine the effectiveness of two online college success courses: CPD 150 (College Success, 3 credits) and CPD 115 (Success Strategies, 1 credit), at Rio Salado College, a Maricopa Community College in Arizona. The goal of these courses is to prepare students to be college-ready by examining college readiness and learning skills. The Motivated Strategies for Learning Questionnaire measured students' perceptions of their own college readiness in a pre-test/post-test format. Understanding students' perceptions of their own college readiness is the college's first step in understanding the effectiveness of these courses. Descriptive statistical …

Contributors
Abts, Melanie Nicole, Mcintyre, Lisa, Hesse, Maria L, et al.
Created Date
2012

The goal of this research was to understand the different kinds of learning that take place in Mod The Sims (MTS), an online Sims gaming community. The study aimed to explore users' experiences and to understand learning practices that are not commonly observed in formal educational settings. To achieve this goal, the researcher conducted a four-year virtual ethnographic study that followed guidelines set forth in Hine (2000). After Hine, the study focused on understanding the complexity of the relationships between technology and social interactions among people, with a particular emphasis on investigating how participants shaped both the culture and structure …

Contributors
Lee, Yoonhee, Hayes, Elisabeth, Gee, James, et al.
Created Date
2012

Major Depressive Disorder (MDD) and Posttraumatic Stress Disorder (PTSD) are highly prevalent illnesses that can result in profound impairment. While many patients with these disorders present in primary care, research suggests that physicians under-detect and suboptimally manage MDD and PTSD in their patients. The development of more effective training interventions to aid primary care providers in diagnosing mental health disorders is of the utmost importance. This research focuses on evaluating computer-based training tools (Avatars) for training family physicians to better diagnose MDD and PTSD. Three interventions are compared: a "choice" avatar simulation training program, a "fixed" avatar simulation training program, …

Contributors
Satter, Rachel M., Kinnier, Richard, Mackenzie, James, et al.
Created Date
2012

The discussion board is a facet of online education that continues to confound students, educators, and researchers alike. Currently, the majority of research insists that instructors should structure and control online discussions as well as evaluate such discussions. However, the existing literature has yet to compare the various strategies that instructors have identified and employed to facilitate discussion board participation. How should instructors communicate their expectations online? Should instructors create detailed instructions that outline and model exactly how students should participate, or should generalized instructions be communicated? An experiment was conducted in an online course for undergraduate students at Arizona …

Contributors
Butler, Nicholas, Waldron, Vincent, Kassing, Jeffrey, et al.
Created Date
2012

This study purposed to determine the effect of an endogenously designed instructional game on conceptual understanding of the associative and distributive properties of multiplication. Additional this study sought to investigate if performance on measures of conceptual understanding taken prior to and after game play could serve as predictors of game performance. Three versions of an instructional game, Shipping Express, were designed for the purposes of this study. The endogenous version of Shipping Express integrated the associative and distributive properties of multiplication within the mechanics, while the exogenous version had the instructional content separate from game play. A total of 111 …

Contributors
Denham, Andre R., Nelson, Brian C., Atkinson, Robert K., et al.
Created Date
2012

The purpose of this study was to construct an instructional systems design model for chemistry teaching laboratories at the undergraduate level to accurately depict the current practices of design experts. This required identifying the variables considered during design, prioritizing and ordering these variables, and constructing a model. Experts were identified by multiple publications in the Journal of Chemical Education on undergraduate laboratories. Twelve of these individuals participated in three rounds of Delphi surveys. An initial literature review was used to construct the first survey, which established the variables of design. The second and third surveys were constructed based on the …

Contributors
Bunag, Tara Francis, Savenye, Wilhelmina C, Springer, Joseph W, et al.
Created Date
2012

Online training materials were introduced to the course production department at Rio Salado College with the intention that the use of standardized training materials would increase the efficiency and effectiveness of the online course production department. After the online training materials had been in use for approximately ten weeks, a survey consisting of ten open-ended questions was used to document the experiences of ten production team members with the training materials. The results revealed that the standardized training materials were described as valuable by the team members. The participants also made several recommendations for improving the usefulness of the training …

Contributors
Barrow, Destinie Pilar Pascual, Clark, Christopher, Arizona State University
Created Date
2012

The use of educational technologies as a tool to improve academic achievement continues to increase as more technologies becomes available to students. However, teachers are entering the classroom not fully prepared to integrate technology into their daily classroom teaching because they have not been adequately prepared to do so. Teacher preparation programs are falling short in this area because educational technology and the role of technology in the classroom is seen as an extra component to daily teaching rather than a central one. Many teacher preparation programs consist of one stand-alone educational technology course that is expected to prepare teachers …

Contributors
Kisicki, Todd, Wetzel, Keith, Bitter, Gary, et al.
Created Date
2012

The purpose of this study was to investigate the effects of instructor response prompts and rubrics on students' performance in an asynchronous discussion-board assignment, their learning achievement on an objective-type posttest, and their reported satisfaction levels. Researchers who have studied asynchronous computer-mediated student discussion transcripts have found evidence of mostly mid-level critical thinking skills, with fewer examples limited to lower or higher order thinking skill demonstration. Some researchers suggest that instructors may facilitate increased demonstration of higher-order critical thinking skills within asynchronous discussion-board activities. However, there is little empirical evidence available to compare the use of different external supports to …

Contributors
Giacumo, Lisa A., Savenye, Wilhelmina, Nelson, Brian, et al.
Created Date
2012

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

The present research study investigated the effects of 8 versions of a computer-based vocabulary learning program on receptive and productive knowledge levels of college students. The participants were 106 male and 103 female Korean EFL students from Kyungsung University and Kwandong University in Korea. Students who participated in versions of the vocabulary learning program with target-word based sentences as well as definitions tended to perform better on receptive and productive vocabulary assessments than those who participated in versions of the program with definitions of words only. Furthermore, results indicated that the difference in receptive scores from immediately after the program …

Contributors
Kim, Scott Sungki, Nelson, Brian C, Green, Samuel B, et al.
Created Date
2013

ABSTRACT Art educators use a variety of teaching and demonstration methods to convey information to students. With the emergence of digital technology, the standard methods of demonstration are changing. Art demonstrations are now being recorded and shared via the internet through video sharing websites such as YouTube. Little research has been conducted on the effectiveness of video demonstration versus the standard teacher-centered demonstration. This study focused on two different demonstration methods for the same clay sculpture project, with two separate groups of students. The control group received regular teacher-centered demonstration for instruction. The experimental group received a series of YouTube …

Contributors
Lee, Allison K., Erickson, Mary, Young, Bernard, et al.
Created Date
2013

As students gain access to personally-owned Mobile Communication Devices (MCDs), schools have begun to embrace MCDs as mobile-learning (m-learning) teaching and learning tools. A research gap currently exists for the innovation of m-learning with student-owned devices, which this study attempts to fill by answering the following Research Question: What are the Bring Your Own Device (BYOD) Levels of Use of teachers at a high-performing, high SES suburban high school? To answer this question, I answered 5 sub questions: (1) What instructional decisions did BYOD user-level teachers make with regards to m-learning? (2) How did teachers collaborate on BYOD with colleagues …

Contributors
Ross, Kyle, Danzig, Arnold, Wetzel, Keith, et al.
Created Date
2013

This study empirically evaluated the effectiveness of the instructional design, learning tools, and role of the teacher in three versions of a semester-long, high-school remedial Algebra I course to determine what impact self-regulated learning skills and learning pattern training have on students' self-regulation, math achievement, and motivation. The 1st version was a business-as-usual traditional classroom teaching mathematics with direct instruction. The 2rd version of the course provided students with self-paced, individualized Algebra instruction with a web-based, intelligent tutor. The 3rd version of the course coupled self-paced, individualized instruction on the web-based, intelligent Algebra tutor coupled with a series of e-learning …

Contributors
Barrus, Angela Lynn, Atkinson, Robert K, Van De Sande, Carla, et al.
Created Date
2013

The field of education has been immensely benefited by major breakthroughs in technology. The arrival of computers and the internet made student-teacher interaction from different parts of the world viable, increasing the reach of the educator to hitherto remote corners of the world. The arrival of mobile phones in the recent past has the potential to provide the next paradigm shift in the way education is conducted. It combines the universal reach and powerful visualization capabilities of the computer with intimacy and portability. Engineering education is a field which can exploit the benefits of mobile devices to enhance learning and …

Contributors
Ranganath, Suhas, Spanias, Andreas, Tepedelenlioglu, Cihan, 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

This study explored three methods to measure cognitive load in a learning environment using four logic puzzles that systematically varied in level of intrinsic cognitive load. Participants' perceived intrinsic load was simultaneously measured with a self-report measure--a traditional subjective measure--and two objective, physiological measures based on eye-tracking and EEG technology. In addition to gathering self-report, eye-tracking data, and EEG data, this study also captured data on individual difference variables and puzzle performance. Specifically, this study addressed the following research questions: 1. Are self-report ratings of cognitive load sensitive to tasks that increase in level of intrinsic load? 2. Are physiological …

Contributors
Schink Joseph, Stacey, Atkinson, Robert K, Johnson-Glenberg, Mina, et al.
Created Date
2013