Skip to main content

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.


Language
  • English
Subject
Date Range
2011 2020


In the last decade, the educational field, in general, has experienced increasing interest in applying augmented reality (AR) for educational purposes. Studies have shown that when AR is effectively applied in education, it can increase students’ learning interest and concentration (Zhang et al., 2014), reduce cognitive overload (Bower et al., 2014, p.1), and provide a more authentic learning experience (Klopfer, 2008). This study uses both cognitive and sociocultural theoretical perspectives to better understand the role of AR in peer interaction by investigating language-related episodes (LREs) during collaborative dialogue. The current study investigates whether mobile-based AR influence the number, nature, outcome, …

Contributors
Domaz, Silvana, Lafford, Barbara, Smith, Bryan, et al.
Created Date
2020

Universities and colleges in the United States (U.S.) are in a period of rapid transformation. Driven by the need for an educated workforce, higher education institutions are responding to rapid innovation, globalization, economic realities, and sociodemographic shifts. Simultaneously, extensive educational online networks connect millions of people worldwide enable learning and knowledge sharing beyond what society has experienced to date. In light of technological advancements, the preservation and presentation of certain ideals that undergird academia and the communication and application of knowledge are undergoing dramatic change. Within higher education, this is both a challenge and an opportunity to re-envision the commitment …

Contributors
Hale, Anne Elizabeth, Archambault, Leanna, Johnston, Erik, et al.
Created Date
2020

ABSTRACT The purpose of this study was to evaluate the effect of virtual office hours in the online classroom on engagement and course completion among criminology students at Arizona State University. The study relied on an action research mixed-method design. The goal of the interventions was to increase the engagement of all members of the class. The study’s conceptual framework drew from Albert Bandura’s (1977) social learning theory that combines cognitive psychology and behaviorism to describe the learning process within individuals, as well as Garrison, Anderson, and Archer’s (2000) Community of Inquiry Framework, which is based on constructivist learning theory, …

Contributors
DeCarolis, Claudine, Gee, Betty, Mertler, Craig, et al.
Created Date
2020

The purpose of this study was to increase microlearning training module usage and completions by 10–15% over a 30-day period by including evaluation in the design and development of a new microlearning training module in the golf equipment industry. Evaluation was conducted using a bespoke evaluation tool, which was designed and developed using design thinking methodology. The evaluation tool was applied to two previously designed microlearning modules, Driver Distance B and Driver Distance C, both of which served as comparisons for the new module’s completion data. Evaluation reports were generated that informed the development of the new module, named Golf …

Contributors
Regan, Elizabeth, Marsh, Josephine P, Leahy, Sean, et al.
Created Date
2020

Educational technologies can be great tools for learning. The implementation of learning aids and scaffolds within these technologies often make them effective; however, due to various problems, students may take more passive approaches to learning when using these educational tools. This tends to lead to interactions that impair learning. This study approaches this issue by reexamining the learner’s role when interacting with educational technologies. Specifically, the current study attempts to support learning and perceptions by inviting students to approach a learning task like an interface designer or instructional designer. These roles derive from a previous study on higher agency roles. …

Contributors
Arnold, Samuel Troy, Roscoe, Rod, Craig, Scotty, et al.
Created Date
2020

Clickers are a common part of many classrooms across universities. Despite the widespread use, education researchers disagree about how to best use these tools and about how they impact students. Prior work has shown possible differential impacts of clickers based on demographic indicators, such as age, gender, and ethnicity. To explore these topics a two-part project was designed. First, a literature review was completed focusing on past and current clicker practices and the research surrounding them. Second, original data, stratified by demographic characteristics, was collected on student perceptions of clickers. The literature review revealed that not all uses of clickers …

Contributors
Chambers, Elijah Lorenzo, Henderson, Joesph, Ellison, Karin, et al.
Created Date
2020

The science, technology, engineering, and math (STEM) education community is interested in using virtual reality (VR) to help students learn STEM knowledge. Prior research also provided evidence that VR learning can increase students’ motivation and learning achievement. However, it was not clear whether the effect of VR on learning was partly from sensory novelty and whether the effectiveness was sustainable. This study was to satisfy the concern on the sustainability of VR STEM learning in instruction and address the research gaps in exploring the effect of VR on a STEM learning experience with a consideration of novelty. The study used …

Contributors
huang, wen, Roscoe, Rod, Johnson, Mina, et al.
Created Date
2020

Plagiarism is a huge problem in a learning environment. In programming classes especially, plagiarism can be hard to detect as source codes' appearance can be easily modified without changing the intent through simple formatting changes or refactoring. There are a number of plagiarism detection tools that attempt to encode knowledge about the programming languages they support in order to better detect obscured duplicates. Many such tools do not support a large number of languages because doing so requires too much code and therefore too much maintenance. It is also difficult to add support for new languages because each language is …

Contributors
Monroe, Zachary Lynn, Bansal, Ajay, Lindquist, Timothy, et al.
Created Date
2020

For more than 30 years, social science researchers have studied how students in online learning environments interact with each other. This has led to the development of a construct called social presence. Studies have shown that high social presence can lead to improved student retention, engagement, and satisfaction. The literature explores how social presence has been measured by faculty or researchers, but lacks insight on how other university staff can affect social presence in online graduate students. This is an action research mixed-methods study conducted by an academic advisor and attempts to measure social presence through a webpage intervention for …

Contributors
Delgado, Gina Michelle, Chen, Ying-Chih, Beardsley, Audrey, et al.
Created Date
2020

In the last decade, the immense growth of computational power, enhanced data storage capabilities, and the increasing popularity of online learning systems has led to adaptive learning systems becoming more widely available. Parallel to infrastructure enhancements, more researchers have started to study the adaptive task selection systems, concluding that suggesting tasks appropriate to students' needs may increase students' learning gains. This work built an adaptive task selection system for undergraduate organic chemistry students using a deep learning algorithm. The proposed model is based on a recursive neural network (RNN) architecture built with Long-Short Term Memory (LSTM) cells that recommends organic …

Contributors
KOSELER EMRE, Refika, VanLehn, Kurt A, Davulcu, Hasan, et al.
Created Date
2020

Concept maps are commonly used knowledge visualization tools and have been shown to have a positive impact on learning. The main drawbacks of concept mapping are the requirement of training, and lack of feedback support. Thus, prior research has attempted to provide support and feedback in concept mapping, such as by developing computer-based concept mapping tools, offering starting templates and navigational supports, as well as providing automated feedback. Although these approaches have achieved promising results, there are still challenges that remain to be solved. For example, there is a need to create a concept mapping system that reduces the extraneous …

Contributors
Wang, Shang, Walker, Erin, VanLehn, Kurt, et al.
Created Date
2019

As higher education embraces innovative educational models, support for the faculty members who must carry them out remains a vital ingredient for success. Despite this need, many institutions adopt innovations such as blended learning for all of the benefits afforded, with minimal consideration to meaningfully equip professors teaching these courses. “Faculty Learning Communities” (FLC’s) provide a powerful model of supporting and equipping faculty in their teaching practice. Nevertheless, ongoing and collaborative faculty development was historically unavailable to professors teaching undergraduate blended courses at Lancaster Bible College. Thus, the purpose of this qualitative action research study was to examine the ways …

Contributors
Harbin, Justin, Rotheram-Fuller, Erin, Foulger, Teresa, et al.
Created Date
2019

With the fast pace of globalization and the rise of encounters in digital spaces, CALL scholars have become increasingly interested in how digital tools mediate intercultural encounters. However, despite their evident success in connecting students from around the world, current online intercultural exchanges continue to present problems such a promotion of positive experiences over deep intercultural learning and lack of real-life value (O’ Dowd, 2018). In addition, digitally-mediated intercultural learning research is based on the same theoretical approaches to learning that guide CALL research (Firth & Wagner, 1997; Lafford, 2017). Although such frameworks are successful in allowing researchers to conceive …

Contributors
Ocando Finol, Maria Virginia, Lafford, Barbara, Cuya Gavilano, Lorena, et al.
Created Date
2019

Evidence suggests that Augmented Reality (AR) may be a powerful tool for alleviating certain, lightly held scientific misconceptions. However, many misconceptions surrounding the theory of evolution are deeply held and resistant to change. This study examines whether AR can serve as an effective tool for alleviating these misconceptions by comparing the change in the number of misconceptions expressed by users of a tablet-based version of a well-established classroom simulation to the change in the number of misconceptions expressed by users of AR versions of the simulation. The use of realistic representations of objects is common for many AR developers. However, …

Contributors
Henry, Matthew McClellan, Atkinson, Robert K, Johnson-Glenberg, Mina C, et al.
Created Date
2019

Learning analytics application is evolving into a student-facing solution. Student-facing learning analytics dashboards (SFLADs), as one popular application, occupies a pivotal position in online learning. However, the application of SFLADs faces challenges due to teacher-centered and researcher-centered approaches. The majority of SFLADs report student learning data to teachers, administrators, and researchers without direct student involvement in the design of SFLADs. The primary design criteria of SFLADs is developing interactive and user-friendly interfaces or sophisticated algorithms that analyze the collected data about students’ learning activities in various online environments. However, if students are not using these tools, then analytics about students …

Contributors
Li, Siyuan, Zuiker, Steven, Cunningham, James, et al.
Created Date
2019

Preservice teachers are faced with many challenges as they enter their first year of teaching. This is particularly true when dealing with future-ready skills, such as technology integration in K-12 classrooms, an area where many higher education or teaching faculty may not feel comfortable or fluent enough to support preservice teachers or to model in their own instruction. This action research study aimed to understand how faculty develop Technological Pedagogical Content Knowledge (TPACK) in ways that will help them to enhance their instruction and model technology integration for preservice teachers. An online community was created that allowed teacher educators to …

Contributors
Scott, Lynda, Henriksen, Danah, Mishra, Punya, et al.
Created Date
2019

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

The purpose of this action research study was to examine how membership within a virtual community of practice impacted individual professional development, knowledge exchange practices, and self-efficacy. The G-3/5/7 virtual community of practice (VCoP) website was created to provide members with access to a wide range of career-related content, while also bestowing them with the level of volition needed to be completely in control of when and how they consume content. Feedback from early cycles of research suggested the pilot version of the VCoP wasn’t perceived as user-friendly and didn’t provide a broad range of professional development-related content. Thus, the …

Contributors
Roy, Brennan M., Marsh, Josephine, Bankus, Tammy, et al.
Created Date
2019

This mixed methods study examined instructor introduction videos for use in online learning. This study intended to identify the influence of video production value on student perceptions of student-instructor intent, specifically in the areas of perceived student-instructor communication and student-instructor connection. This study also examined which production style most accurately aligns student perceptions with instructor intent as well as which video production style is preferred by students. Using a set of production guidelines, an instructor produced two introduction videos; one of low production value, one of high production value. Student participants were surveyed on their perceptions of the instructor as …

Contributors
Lomonte, Cori, Puckett, Kathleen, Crawford, Steven, et al.
Created Date
2019

With advances in automatic speech recognition, spoken dialogue systems are assuming increasingly social roles. There is a growing need for these systems to be socially responsive, capable of building rapport with users. In human-human interactions, rapport is critical to patient-doctor communication, conflict resolution, educational interactions, and social engagement. Rapport between people promotes successful collaboration, motivation, and task success. Dialogue systems which can build rapport with their user may produce similar effects, personalizing interactions to create better outcomes. This dissertation focuses on how dialogue systems can build rapport utilizing acoustic-prosodic entrainment. Acoustic-prosodic entrainment occurs when individuals adapt their acoustic-prosodic features of …

Contributors
Lubold, Nichola Anne, Walker, Erin, Pon-Barry, Heather, 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

The purpose of this study was to examine the effectiveness of the community of practice model in providing professional development to improve K-12 teacher’s knowledge, skills, self-efficacy with regard to the implementation of personal learning. The study also examined the extent to which the community created value for individuals and the organization. The study employed two theoretical frameworks: Bandura’s theory of self-efficacy and Wenger’s communities of practice. The study employed a concurrent mixed methods approach. Eighteen teachers participated in a 9-month blended learning professional development focused on the implementation of personal learning. Participants took pre and post self-efficacy tests. In …

Contributors
Azukas, Mary Elizabeth, Dorm, Sherman, Henriksen, Danah, et al.
Created Date
2018

The mathematics test is the most difficult test in the GED (General Education Development) Test battery, largely due to the presence of story problems. Raising performance levels of story problem-solving would have a significant effect on GED Test passage rates. The subject of this formative research study is Ms. Stephens’ Categorization Practice Utility (MS-CPU), an example-tracing intelligent tutoring system that serves as practice for the first step (problem categorization) in a larger comprehensive story problem-solving pedagogy that purports to raise the level of story problem-solving performance. During the analysis phase of this project, knowledge components and particular competencies that enable …

Contributors
Ritchey, ChristiAnne Stephens, VanLehn, Kurt, Savenye, Wilhelmina, et al.
Created Date
2018

Academia is not what it used to be. In today’s fast-paced world, requirements are constantly changing, and adapting to these changes in an academic curriculum can be challenging. Given a specific aspect of a domain, there can be various levels of proficiency that can be achieved by the students. Considering the wide array of needs, diverse groups need customized course curriculum. The need for having an archetype to design a course focusing on the outcomes paved the way for Outcome-based Education (OBE). OBE focuses on the outcomes as opposed to the traditional way of following a process [23]. According to …

Contributors
LNU, Vaishnavi Raj, Bansal, Srividya, Bansal, Ajay, et al.
Created Date
2018

Among researchers, educators, and other stakeholders in literacy education, there has been a growing emphasis on developing literacy pedagogies that are more responsive to the ways young people experience literacy in their everyday lives, which often make use of digital media and other technologies for exchanging meaning. This dissertation project sought to explore the nature of these digital-age literacies in the context of children learning through and about new technologies. Conducting a year-long, multimethod observational study of an out-of-school library-based program designed to engage students in self-directed learning around the domain of computer programming, this project was framed around an …

Contributors
Aguilera, Earl, GEE, ELISABETH R, GEE, JAMES P, et al.
Created Date
2018

A recorded tutorial dialogue can produce positive learning gains, when observed and used to promote discussion between a pair of learners; however, this same effect does not typically occur when an leaner observes a tutorial dialogue by himself or herself. One potential approach to enhancing learning in the latter situation is by incorporating self-explanation prompts, a proven technique for encouraging students to engage in active learning and attend to the material in a meaningful way. This study examined whether learning from observing recorded tutorial dialogues could be made more effective by adding self-explanation prompts in computer-based learning environment. The research …

Contributors
Wright, Kyle, Atkinson, Robert K, Savenye, Wilhelmina, et al.
Created Date
2018

Multimedia educational technologies have increased their presence in traditional and online classrooms over the course of the previous decade. These tools hold value and can promote positive learning outcomes but are reliant on students’ degree of cognitive engagement and self-regulation. When students are not cognitively engaged or have low self-regulation capabilities, their interaction with the technology becomes less impactful because of decreased learning outcomes. Building or altering technologies to cognitively engage students is costly and timely; the present study investigates if introducing higher agency roles, to change the role of the student, increases learning outcomes. Specifically, this study investigates if …

Contributors
Novak, Kyrsten, Roscoe, Rod, Branaghan, Russell, et al.
Created Date
2018

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

This dissertation shares the results of a study of the community of the mobile augmented reality game Pokémon Go. It also serves to build on and expand the framework of Distributed Teaching and Learning (DTALS), which here is used as a framework through which to explore the game’s community (Gee & Gee, 2016; Holmes, Tran, & Gee, 2017). DTALS serves to expand on other models which examine learning in out-of-school contexts, and in particular on the connections between classroom and out-of-school learning, which numerous scholars argue is of critical importance (Sefton-Green, 2004; Vadeboncoeur, Kady-Rachid, & Moghtader, 2014). This framework serves …

Contributors
Tran, Kelly Michaela, Gee, Elisabeth R, Gee, James P, et al.
Created Date
2018

Online teacherpreneurs are current and former PreK-12 teachers who share their original classroom resources in online marketplaces where teachers download them for a small fee. Online teacherpreneurs’ resources are becoming prolific in classrooms today. Meanwhile, online teacherpreneurs stand to gain financially and professionally. This exploratory study drew on conceptual frameworks from entrepreneurship and teacher leadership to describe the practice of online teacherpreneurship in terms of the characteristics of the people who participate, the school environments in which they work, and the possible impacts they experience. An exploratory sequential mixed methods design was used. In phase one, 10 semi-structured interviews were …

Contributors
Shelton, Catharyn Carisa Crane, Archambault, Leanna M, Buss, Ray R, et al.
Created Date
2018

Using an adapted Straussian Grounded Theory approach, and as a participant observer, data from members of a Facebook group made up of parents and caretakers of infants or children with Gastro Esophageal Reflux Disease (GERD) were collected and analyzed. During the first exploratory phase, 31 semi-structured interviews were conducted with 25 theoretically sampled members of the group. During the second phase, 604 postings (original and comments) created by members of the online social media group, for one week, were analyzed. The study explored various dimensions of informal learning in this space. These included what learning strategies members used, what types …

Contributors
Vargas Wright, Jenny, Savenye, Wilhelmina C., Archambault, Leanna, et al.
Created Date
2018

It is vital for schools to have qualified teachers educating our children. Institutions with teacher preparation programs supply a valuable service to their communities by providing classrooms with devoted professionals who thrive on helping children learn, and the Teachers College, where this study is set, is one such institution. The Teachers College offers two pathways to gain teacher certification: a traditional bachelor’s degree in teaching areas such as elementary, secondary, or special education, as well as master’s degrees in those same teaching areas which offer students with a bachelor’s degree in an area other than teaching, another pathway to teacher …

Contributors
O'Malley, Katherine I., Hermanns, Carl, Caterino, Linda, et al.
Created Date
2018

In an effort to better prepare K-12 students for college and career readiness, Advancement Via Individual Determination (AVID) has created a college and career readiness system that is implemented in schools across the United States and in many international locations. Part of this system of schoolwide transformation, is the AVID Elective class, designed for students in the academic-middle. In the AVID Elective, students are supported in their efforts to attend four-year universities. A critical aspect of the AVID Elective class is the weekly implementation of AVID Tutorials, ideally led by trained college tutor/mentors. The purpose of this action research study …

Contributors
Garcia, Michael, Kulinna-Hodges, Pamela, Carlson, David, et al.
Created Date
2018

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

Assemblers and compilers provide feedback to a programmer in the form of error messages. These error messages become input to the debugging model of the programmer. For the programmer to fix an error, they should first locate the error in the program, understand what is causing that error, and finally resolve that error. Error messages play an important role in all three stages of fixing of errors. This thesis studies the effects of error messages in the context of teaching programming. Given an error message, this work investigates how it effects student’s way of 1) understanding the error, and 2) …

Contributors
Beejady Murthy Kadekar, Harsha Kadekar, Sohoni, Sohum, Craig, Scotty D, et al.
Created Date
2017

In today's data-driven world, every datum is connected to a large amount of data. Relational databases have been proving itself a pioneer in the field of data storage and manipulation since 1970s. But more recently they have been challenged by NoSQL graph databases in handling data models which have an inherent graphical representation. Graph databases with the ability to store physical relationships between two nodes and native graph processing technique have been doing exceptionally well in graph data storage and management for applications like recommendation engines, biological modeling, network modeling, social media applications, etc. Instructional Module Development System (IMODS) is …

Contributors
Saha, Abir Lal, Bansal, Srividya, Bansal, Ajay, et al.
Created Date
2017

In this article-style dissertation, I explore how students used digital technologies, specifically three social media platforms, as multimodal writing platforms while creating a digital portfolio in a senior English class. These platforms are 1) Weebly pages: a website building platform, 2) Weebly Blogs: a feature of Weebly, and 3) Instagram: a photo/video sharing application. Under a multiliteracies lens, I examine the changing nature of literacies and the educational practices surrounding learning literacies when mediated through social media. First, I conducted an analysis of how the students in this class designed their portfolios. This is done through an examination of each …

Contributors
Stewart, Olivia Grace, Anderson, Kate T, Serafini, Frank, et al.
Created Date
2017

Paper assessment remains to be an essential formal assessment method in today's classes. However, it is difficult to track student learning behavior on physical papers. This thesis presents a new educational technology—Web Programming Grading Assistant (WPGA). WPGA not only serves as a grading system but also a feedback delivery tool that connects paper-based assessments to digital space. I designed a classroom study and collected data from ASU computer science classes. I tracked and modeled students' reviewing and reflecting behaviors based on the use of WPGA. I analyzed students' reviewing efforts, in terms of frequency, timing, and the associations with their …

Contributors
Huang, Po-Kai, Hsiao, I-Han, Nelson, Brian, et al.
Created Date
2017

While predicting completion in Massive Open Online Courses (MOOCs) has been an active area of research in recent years, predicting completion in self-paced MOOCS, the fastest growing segment of open online courses, has largely been ignored. Using learning analytics and educational data mining techniques, this study examined data generated by over 4,600 individuals working in a self-paced, open enrollment college algebra MOOC over a period of eight months. Although just 4% of these students completed the course, models were developed that could predict correctly nearly 80% of the time which students would complete the course and which would not, based …

Contributors
Cunningham, James Allan, Bitter, Gary, Barber, Rebecca, et al.
Created Date
2017

This study investigated the effects of distributed presentation microlearning and the testing effect on mobile devices and student attitudes about the use of mobile devices for learning in higher education. For this study, a mobile device is considered a smartphone. All communication, content, and testing were completed remotely through participants’ mobile devices. The study consisted of four conditions: (a) an attitudinal and demographic pre-survey, (b) five mobile instructional modules, (c) mobile quizzes, and (d) an attitudinal post-survey. A total of 311 participants in higher education were enrolled in the study. One hundred thirty-seven participants completed all four conditions of the …

Contributors
Rettger, Elaine, Bitter, Gary, Legacy, Jane, et al.
Created Date
2017

Currently, educational games are designed with the educational content as the primary factor driving the design of the game. While this may seem to be the optimal approach, this design paradigm causes multiple issues. For one, the games themselves are often not engaging as game design principles were put aside in favor of increasing the educational value of the game. The other issue is that the code base of the game is mostly or completely unusable for any other games as the game mechanics are too strongly connected to the educational content being taught. This means that the mechanics are …

Contributors
Baron, Tyler John, Amresh, Ashish, Nelson, Brian C, et al.
Created Date
2017

Computational thinking, the fundamental way of thinking in computer science, including information sourcing and problem solving behind programming, is considered vital to children who live in a digital era. Most of current educational games designed to teach children about coding either rely on external curricular materials or are too complicated to work well with young children. In this thesis project, Guardy, an iOS tower defense game, was developed to help children over 8 years old learn about and practice using basic concepts in programming. The game is built with the SpriteKit, a graphics rendering and animation infrastructure in Apple’s integrated …

Contributors
Wang, Xiaoxiao, Nelson, Brian C., Turaga, Pavan, et al.
Created Date
2017

Online education is unique in part for the relatively high degrees of autonomy afforded learners. Self-direction and self-regulation, along with support, are essential for students to succeed. The site of this action research project was a new, small online public charter school for middle and high school students, Foothills Academy Connected (FAC). The purpose of this action research project was to develop an online learner support system that was built around mentorship and based on the four areas identified by the Educational Success Prediction Instrument (ESPRI) (Roblyer & Davis, 2008); thoroughly document the process; and examine its influence on students …

Contributors
Edwards, Clea, Buss, Ray R, Archambault, Leanna, et al.
Created Date
2017

Many English Language Learner (ELL) children struggle with knowledge of vocabulary and syntax. Enhanced Moved by Reading to Accelerate Comprehension in English (EMBRACE) is an interactive storybook application that teaches children to read by moving pictures on the screen to act out the sentences in the text. However, EMBRACE presents the same level of text to all users, and it is limited in its ability to provide error feedback, as it can only determine whether a user action is right or wrong. EMBRACE could help readers learn more effectively if it personalized its instruction with texts that fit their current …

Contributors
Wong, Audrey, Walker, Erin, Nelson, Brian, et al.
Created Date
2017

The present study explored the use of augmented reality (AR) technology to support cognitive modeling in an art-based learning environment. The AR application used in this study made visible the thought processes and observational techniques of art experts for the learning benefit of novices through digital annotations, overlays, and side-by-side comparisons that when viewed on mobile device appear directly on works of art. Using a 2 x 3 factorial design, this study compared learner outcomes and motivation across technologies (audio-only, video, AR) and groupings (individuals, dyads) with 182 undergraduate and graduate students who were self-identified art novices. Learner outcomes were …

Contributors
Shapera, Daniel Michael, Atkinson, Robert K, Nelson, Brian C, et al.
Created Date
2016

Safe headway learning plays a core role in driving education. Traditional safe headway education just use the oral and literal methods to educate drivers the concept of safe headway time, while with the limitation of combining drivers subject and situational domains for drivers to learn. This study investigated that whether using ego-moving metaphor to embody driver's self-awareness can help to solve this problem. This study used multiple treatments (ego-moving and time-moving instruction of safe time headway) and controls with pretest experimental design to investigate the embody self-awareness effect in a car-following task. Drivers (N=40) were asked to follow a lead …

Contributors
Lu, Shaowen, Craig, Scotty D., Gray, Robort, 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

Public Mathematics Education is not at its best in the United States and technology is often seen as part of the solution to address this issue. With the existence of high-speed Internet, mobile technologies, ever-improving computer programming and graphing, the concepts of learning management systems (LMS’s) and online learning environments (OLE’s), technology-based learning has elevated to a whole new level. The new generation of online learning enables multi-modal utilization, and, interactivity with instant feedback, among the other precious characteristics identified in this study. The studies that evaluated the effects of online learning often measured the immediate impacts on student achievement; …

Contributors
Meylani, Rusen, Bitter, Gary G, Legacy, Jane, et al.
Created Date
2016

Software engineering education today is a technologically advanced and rapidly evolving discipline. Being a discipline where students not only design but also build new technology, it is important that they receive a hands on learning experience in the form of project based courses. To maximize the learning benefit, students must conduct project-based learning activities in a consistent rhythm, or cadence. Project-based courses that are augmented with a system of frequent, formative feedback helps students constantly evaluate their progress and leads them away from a deadline driven approach to learning. One aspect of this research is focused on evaluating the use …

Contributors
Xavier, Suhas, Gary, Kevin A, Bansal, Srividya K, et al.
Created Date
2016