This research aimed to analyze and ultimately understand the relationship between the four dimensions of the Technology Readiness Index (TRI) 2.0 (optimism, innovation, discomfort, and insecurity) when compared to self-efficacy and learning. The experiment design was a one-group pretest-posttest where…
This research aimed to analyze and ultimately understand the relationship between the four dimensions of the Technology Readiness Index (TRI) 2.0 (optimism, innovation, discomfort, and insecurity) when compared to self-efficacy and learning. The experiment design was a one-group pretest-posttest where a participant’s TRI 2.0 acted as a subject variable. This information was then correlated to changes in self-efficacy and content mastery (learning) from pre-/post-test scores pertaining to Google Sheets functions for introductory statistics. In-between the pre- and post-tests, a learning activity was presented which asked participants to analyze quantitative statistics using Google Sheets. Findings of this research demonstrated a statistically insignificant relationship between technology readiness and self-efficacy or learning. Alternatively, significance was observed in changes from pre- to post-test scores for both learning and self-efficacy where a relationship was found between the degree to which participants’ content mastery and self-efficacy change before and after a computer-supported learning activity is assigned. These findings directly contribute to current understanding of how and why individuals can effectively learn and perform in computer-supported learning environments.
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ABSTRACTThis design-based research study addressed whether cognitive apprenticeships mediated by informal mentor networks can expand, deepen, and transfer knowledge with and for Learning Sciences students. Three cohorts of Learning Sciences students were invited to participate with all three represented in…
ABSTRACTThis design-based research study addressed whether cognitive apprenticeships mediated by informal mentor networks can expand, deepen, and transfer knowledge with and for Learning Sciences students. Three cohorts of Learning Sciences students were invited to participate with all three represented in surveys, co-designs, and interviews, with conjecture maps produced as artifacts for personal, professional, and education agendas. Survey and interview responses demonstrate that each participant found that it was a helpful tool for collaborative learning. Theoretically grounded in situated cognition, communities of practice, and legitimate peripheral participation, the conjecture predicted improved outcomes in students' perceptions, attitudes, and beliefs with informal mentor networks to support and encourage practice and engagement. Perceptions, attitudes, and beliefs did improve with confidence in conjecture mapping, however, through iterative co-design, the focus on informal mentor networks shifted from social media due to low usage among respondents to collaborative peer tutoring. Students expressed interest in expanding their networking and mentorship opportunities. Participatory co-design with conjecture mapping significantly improved recognition as a member in a community of practice for Learning Sciences students. Keywords: situated cognition, community of practice, legitimate peripheral participation, conjecture mapping, cognitive apprenticeship, mentorship, more knowledge other (MKO)
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Immersion has become a key buzzword in the theme park industry, with many themed lands and attractions being designed with this objective in mind. This paper defines immersion through the concept of the ironic imagination and examines its role in…
Immersion has become a key buzzword in the theme park industry, with many themed lands and attractions being designed with this objective in mind. This paper defines immersion through the concept of the ironic imagination and examines its role in theme park attractions. A literature review was first conducted to identify general design principles for the creation of immersive theme park attractions. Authentic settings that utilize all of the senses were considered first, along with a system of positive and negative cues for evaluating immersive experiences. The importance of simple and emotional stories was also addressed, before investigating the role that employees and guests play in an immersive attraction. Eight design principles were identified, and using these principles a blue sky design for an immersive theme park attraction was developed. An overview of the attraction is included and accompanied by an analysis of how the design principles were applied.
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With the ongoing development of simulation technology, classic barriers to social interactions are beginning to be dismantled. One such exchange is encapsulated within education—instructors can use simulations to make difficult topics more manageable and accessible to students. Within simulations that…
With the ongoing development of simulation technology, classic barriers to social interactions are beginning to be dismantled. One such exchange is encapsulated within education—instructors can use simulations to make difficult topics more manageable and accessible to students. Within simulations that include virtual humans, however, there are important factors to consider. Participants playing in virtual environments will act in a way that is consistent with their real-world behaviors—including their implicit biases. The current study seeks to determine the impact of virtual humans’ skin tone on participants’ behaviors when applying engineering concepts to simulated projects. Within a comparable study focused on a medical training simulation, significantly more errors and delays were made when working for the benefit of dark-skinned patients in a virtual context. In the current study, participants were given a choose-your-own-adventure style game in which they constructed simulated bridges for either a light- ordark-skinned community, and the number of errors and time taken for each decision was tracked. Results are expected to be consistent with previous study, indicating a higher number of errors and less time taken for each decision, although these results may be attenuated by a lack of time pressure and urgency to the given situations. If these expected results hold, there may be implications for both undergraduate engineering curriculum and real-world engineering endeavors.
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Social categories such as race and gender are associated by people with certain characteristics (e.g. males are angry), which unconsciously affects how people evaluate and react to a person of specific social categories. This phenomenon, referred to as implicit bias,…
Social categories such as race and gender are associated by people with certain characteristics (e.g. males are angry), which unconsciously affects how people evaluate and react to a person of specific social categories. This phenomenon, referred to as implicit bias, has been the interest of many social psychologists. However, the implicit bias research has been focusing on only one social category at a time, despite humans being entities of multiple social categories. The research also neglects the behavioral contexts in which implicit biases are triggered and rely on a broad definition for the locus of the bias regulation mechanism. These limitations raise questions on whether the current bias reduction strategies are effective. The current dissertation sought to address these limitations by introducing an ecologically valid and multidimensional method. In Chapters 1 and 2, the mouse-tracking task was integrated into the implicit association task to examine how implicit biases were moderated in different behavioral contexts. The results demonstrated that the manifestation of implicit biases depended on the behavioral context as well as the distinctive identity created by the combinations of different social categories. Chapter 3 laid groundwork for testing working memory as the processing capacity for the bias regulation mechanism. The result suggested that the hand-motion tracking indices of working memory load could be used to infer the capacity of an individual to suppress the influence of implicit bias. In Chapter 4, the mouse-tracking paradigm was integrated into the Stroop task with implicit associations serving as the Stroop targets. The implicit associations produced various effects including the conflict adaptation effect, like the Stroop targets, which suggested that implicit associations and Stroop stimuli are handled by overlapping cognitive mechanisms. Throughout these efforts, the current dissertation, first, demonstrated that a more ecologically valid and multidimensional approach is required to understand biased behaviors in detail. Furthermore, the current dissertation suggested the cognitive control mechanism as a finer definition for the locus of the bias regulation mechanism, which could be leveraged to offer solutions that are more adaptive and effective in the environment where collaboration and harmony are more important than ever.
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Multimedia learning has become increasingly popular as it proceeds to understand how different senses such as the visual and auditory systems work together to present information. The aim of the present study was to examine the effect of temporal contiguity,…
Multimedia learning has become increasingly popular as it proceeds to understand how different senses such as the visual and auditory systems work together to present information. The aim of the present study was to examine the effect of temporal contiguity, a principle of multimedia learning, while displaying images and narration of fruits and vegetables to increase memorization of content. 21 preschool students between the ages of 4 and 5 from Arizona State University’s Child Study Lab were recruited for the purpose of the study. Students received one of two versions of a short video while inside the classroom. The two videos displayed information either at the same time or successively. Children’s knowledge was assessed with a drag and drop categorization game. The findings show there were no significant differences between the two conditions. Future studies should consider a longer training period when developing multimedia learning technology to ensure content is retained.
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ELearning, distance learning, has been a fast-developing topic in educational area. In 1999, Mayer put forward “Cognitive Theory of Multimedia learning” (Moreno, & Mayer, 1999). The theory consisted of several principles. One of the principles, Modality Principle describes that when…
ELearning, distance learning, has been a fast-developing topic in educational area. In 1999, Mayer put forward “Cognitive Theory of Multimedia learning” (Moreno, & Mayer, 1999). The theory consisted of several principles. One of the principles, Modality Principle describes that when learners are presented with spoken words, their performance are better than that with on-screen texts (Mayer, R., Dow, & Mayer, S. 2003; Moreno, & Mayer, 1999).It gave an implication that learners performance can be affected by modality of learning materials. A very common tool in education in literature and language is narrative. This way of storytelling has received success in practical use. The advantages of using narrative includes (a) inherent format advantage such as simple structure and familiar language and ideas, (b) motivating learners, (c) facilitate listening, (d) oral ability and (e)provide schema for comparison in comprehension.
Although this storytelling method has been widely used in literature, language and even moral education, few studies focused it on science and technology area.
The study aims to test the effect of narrative effect in multimedia setting with science topic. A script-based story was applied. The multimedia settings include a virtual human with synthetic speech, and animation on a solar cell lesson. The experiment design is a randomized alternative- treatments design, in which participants are requested to watch a video with pedagogical agent in story format or not. Participants were collected from Amazon Mechanical Turk.
Result of transfer score and retention score showed that no significant difference between narrative and non-narrative condition. Discussion was put forward for future study.
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The current study investigated the task of coloring static images with multimedia learning to determine the impact on retention and transfer scores. After watching a multimedia video on the formation of lightning participants were assigned to either a passive, active,…
The current study investigated the task of coloring static images with multimedia learning to determine the impact on retention and transfer scores. After watching a multimedia video on the formation of lightning participants were assigned to either a passive, active, or constructive condition based on the ICAP Framework. Participants colored static images on key concepts from the video, passive condition observed the images, active condition colored the images by applying the concepts, and the constructive condition colored the images by generating new ideas and concepts. The study did not support the hypothesis that the constructive condition would have increased retention and transfer scores over the active and passive conditions. The mental effort measures did not show significance among groups in relation to learning but perception measures did show an increase in participants enjoyment and engagement. Since the coloring craze has become more accepted for adults then could coloring be a way to increase participants learning through engagement.
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The current study investigated how multimedia pacing (learner-control versus system-paced) and presentation styles (visual-only versus audio/visual) impact learning physics concept material, mental effort, and self-efficacy. This 2X2 factorial study randomly assigned participants into one of four conditions that manipulated presentation…
The current study investigated how multimedia pacing (learner-control versus system-paced) and presentation styles (visual-only versus audio/visual) impact learning physics concept material, mental effort, and self-efficacy. This 2X2 factorial study randomly assigned participants into one of four conditions that manipulated presentation style (visual-only versus audio/visual) and pacing of the content (system-paced versus learning-controlled). Participant's learning was measured by recording their retention of information and ability to transfer information. Measures of perceived difficulty (mental effort) and perceived ability (self-efficacy) were also obtained. No significant effects were observed in this study which doesn’t support the existence of either the modality or reverse modality effect at least in these noisier online learning environments. In addition, the hypothesis that their effects could be an artifact of experimental design could not be proven as the learner control condition did not yield any significant results.
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Each programming language has a compiler associated with it which helps to identify logical or syntactical errors in the program. These compiler error messages play important part in the form of formative feedback for the programmer. Thus, the error messages…
Each programming language has a compiler associated with it which helps to identify logical or syntactical errors in the program. These compiler error messages play important part in the form of formative feedback for the programmer. Thus, the error messages should be constructed carefully, considering the affective and cognitive needs of programmers. This is especially true for systems that are used in educational settings, as the messages are typically seen by students who are novice programmers. If the error messages are hard to understand then they might discourage students from understanding or learning the programming language. The primary goal of this research is to identify methods to make the error messages more effective so that students can understand them better and simultaneously learn from their mistakes. This study is focused on understanding how the error message affects the understanding of the error and the approach students take to solve the error. In this study, three types of error messages were provided to the students. The first type is Default type error message which is an assembler centric error message. The second type is Link type error message which is a descriptive error message along with a link to the appropriate section of the PLP manual. The third type is Example type error message which is again a descriptive error message with an example of the similar type of error along with correction step. All these error types were developed for the PLP assembly language. A think-aloud experiment was designed and conducted on the students. The experiment was later transcribed and coded to understand different approach students take to solve different type of error message. After analyzing the result of the think-aloud experiment it was found that student read the Link type error message completely and they understood and learned from the error message to solve the error. The results also indicated that Link type was more helpful compare to other types of error message. The Link type made error solving process more effective compared to other error types.
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