This collection includes both ASU Theses and Dissertations, submitted by graduate students, and the Barrett, Honors College theses submitted by undergraduate students. 

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Description
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.

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 has important civic, economic, ethical, institutional, and disciplinary implications that first-year instructors cannot ignore. I propose a persistence-based pedagogy that involves six essential elements: designing learner-centered online writing courses, demonstrating mattering by valuing student writing, fostering self-efficacy by making assignments relevant, fostering student connections through collaboration and community, engaging virtual learners by fostering a sense of place and presence, and recognizing the challenges and minimizing the risks of teaching online. Such an undertaking is necessarily transdisciplinary and draws on scholarship in rhetoric and composition, instructional design, educational psychology, applied linguistics, and higher education administration. It connects pedagogical principles advanced nearly fifty years ago with digital pedagogies that are in their infancy and attempts to balance the social epistemic nature of writing instruction with the real-world demands of diverse student populations, increasing course sizes, and ever-changing technologies. Perhaps most importantly, this dissertation focuses on strategies that online writing instructors can adopt regardless of their theoretical leanings, academic training, or institutional requirements. While persistence-based instruction does not change the purpose or outcomes of first-year composition and does not replace proper placement measures or address early-term drop rates, it does provide a framework for facilitating online courses that is rooted in rhetorical theory and composition pedagogy and promotes informed teaching and lifelong learning.
ContributorsBergin, Jeffrey R (Author) / Roen, Duane (Thesis advisor) / Miller, Keith (Committee member) / James, Mark (Committee member) / Arizona State University (Publisher)
Created2012
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Description
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

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 fourth and fifth graders were randomly assigned to one of three conditions (endogenous, exogenous, and control) and completed pre and posttest measures of conceptual understanding of the associative and distributive properties of multiplication, along with a questionnaire. The results revealed several significant results: 1) there was a significant difference between participants' change in scores on the measure of conceptual understanding of the associative property of multiplication, based on the version of Shipping Express they played. Participants who played the endogenous version of Shipping Express had on average higher gains in scores on the measure of conceptual understanding of the associative property of multiplication than those who played the other versions of Shipping Express; 2) performance on the measures of conceptual understanding of the distributive property collected prior to game play were related to performance within the endogenous game environment; and 3) participants who played the control version of Shipping Express were on average more likely to have a negative attitude towards continuing game play on their own compared to the other versions of the game. No significant differences were found in regards to changes in scores on the measure of conceptual understanding of the distributive property based on the version of Shipping Express played, post hoc pairwise comparisons, and changes on scores on question types within the conceptual understanding of the associative and distributive property of multiplication measures. The findings from this study provide some support for a move towards the design and development of endogenous instructional games. Additional implications for the learning through digital game play and future research directions are discussed.
ContributorsDenham, Andrew (Author) / Nelson, Brian C. (Thesis advisor) / Atkinson, Robert K. (Committee member) / Middleton, James (Committee member) / VanLehn, Kurt (Committee member) / Arizona State University (Publisher)
Created2012
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Description
This dissertation explores the professionalization of students enrolled in second language teacher education (SLTE) and their perceptions of the characteristics and obligations of a professional second language teacher (SLT). The sociocognitive approach forms the theoretical foundation, which sees humans as life-long learners and teachers, who adapt by progressively aligning with

This dissertation explores the professionalization of students enrolled in second language teacher education (SLTE) and their perceptions of the characteristics and obligations of a professional second language teacher (SLT). The sociocognitive approach forms the theoretical foundation, which sees humans as life-long learners and teachers, who adapt by progressively aligning with others and their ecosocial environment. Professionalization is seen as the socialization process of progressive alignment that involves the development of skills, knowledge, identities, norms, and values within a professional community of practice. An SLTE course was observed in an etic ethnographic tradition, all course materials were collected, and semi-structured interviews that focused on SLT professionalism were conducted with 13 participants. Data were analyzed using the lenses of language socialization and membership categorization analysis (MCA) to make visible target phenomena related to professionalization. Language socialization revealed instances of professionalization that took place during the SLTE course or that resulted from processes during the semi-structured interviews, which were illuminated by positive or negative affiliation. MCA revealed participant perceptions about the obligations and characteristics of a professional SLT, from which six themes emerged, which include interacting with students, methods and materials, teacher attributes, student attributes, and the concepts of schools and schooling, which broadly represent the synchronic and diachronic sociocultural contexts for SLTE respectively. The use of computer-assisted language learning (CALL) received further attention. 100% of participants expressed some willingness to use these tools, but 23% had an initial reactionary response that rejected CALL in favor of more traditional methods. Additionally, 54% of responses included unsolicited mentions of the Covid-19 pandemic in a misinterpretation of CALL. Interventions for those with a misinterpretation are suggested to orient CALL appropriately in the context of the pandemic and for 21st century language learning and teaching. Course materials were quantitatively analyzed using semantic similarity indices in an exploratory process with negligible results. Possible modifications are discussed that might result in a useful proxy statistic for professionalization. Further implications are discussed in relation to SLTE curriculum and professionalization along with perspectives about building rapport when using semi-structured interviews as a research method.
ContributorsWinans, Michael David (Author) / Matsuda, Aya (Thesis advisor) / Smith, Byran (Committee member) / James, Mark (Committee member) / Arizona State University (Publisher)
Created2022
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Description
This dissertation describes Space Vector 1 and Space Vector 2, two video games that introduce Newtonian mechanics concepts. Space Vector 1 is a side-scrolling game, in which players choose to drop bombs or supplies. Players had to identify if the physics was correct during a mission, or they

This dissertation describes Space Vector 1 and Space Vector 2, two video games that introduce Newtonian mechanics concepts. Space Vector 1 is a side-scrolling game, in which players choose to drop bombs or supplies. Players had to identify if the physics was correct during a mission, or they had to plot the trajectory of a falling object, which was then simulated. In Space Vector 2, players were given velocity and acceleration values and had to plot the trajectory of a spaceship across a grid, or players were given a trajectory of a spaceship on a grid and had to program the velocity and acceleration values to produce the trajectory. Space Vector 1 was evaluated with 65 college undergraduates. Space Vector 2 was evaluated with 18 high school students. All participants were given a subset of the Force Concept Inventory, a standard assessment tool in physics education, as a pretest and posttest. Space Vector 1 was evaluated with a single group pretest-posttest design. Space Vector 2 was evaluated with a 2 x 2 ANOVA, where the factors were game mechanic (prediction mechanic or programming mechanic) and bonus questions (bonus question after a mission or no bonus question). Bayesian statistical methods were used for the data analysis. The best estimate for the average change in test scores for Space Vector 1 was a score gain of 1.042 (95% Highest Density Interval (HDI) [0.613, 1.487]) with an effect size of 0.611 (95% HDI [0.327, 0.937]). The best estimate for the grand mean of change scores in Space Vector 2 was an increase of 0.78 (95% HDI [-0.3, 1.85]) with an effect size of 0.379 (95% HDI [-0.112, 0.905]). The prediction
o bonus question version produced the largest change in score, where the best estimate for the mean change score was an increase of 1.2. The estimation intervals for the Space Vector 2 results were wide, and all included zero as a credible value.
ContributorsKeylor, Eric Karl (Author) / Gee, James P. (Thesis advisor) / Stevens, Scott M. (Committee member) / Nelson, Brian C. (Committee member) / Atkinson, Robert K. (Committee member) / Arizona State University (Publisher)
Created2014
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Description
This study investigated the effects of concurrent audio and equivalent onscreen text on the ability of learners of English as a foreign language (EFL) to form associations between textual and aural forms of target vocabulary words. The study also looked at the effects of learner control over an audio sequence

This study investigated the effects of concurrent audio and equivalent onscreen text on the ability of learners of English as a foreign language (EFL) to form associations between textual and aural forms of target vocabulary words. The study also looked at the effects of learner control over an audio sequence on the association of textual and aural forms of target words. Attitudes towards experimental treatments and reported level of cognitive load were also examined in the context of a computer-based multimedia instructional program. A total of 200 college students took part in the study. Participants were randomly assigned to experimental conditions in a 2 x 3 factorial design with level of learner control (learner-controlled vs. not-learner-controlled) and format of presentation of information (audio + no text vs. audio + full text vs. audio + keyword text) as factors. The subjects completed a pretest, a posttest, cognitive load questions, and an attitude questionnaire. The results revealed the following findings: (a) groups in the audio + keyword text conditions outperformed those in the audio + no text and audio + full text conditions on text-sound association, (b) within the audio + keyword text conditions, the learner-controlled group outperformed the not-learner-controlled group on text-sound association, (c) within the learner-controlled conditions, the audio + keyword group outperformed the audio + no text and audio + full text groups on text-sound association, (d) a redundancy effect was not found for any treatment condition, and (e) overall, participants had positive attitudes towards the treatments. Implications, limitations, and future directions are discussed within the frameworks of cognitive load theory and cognitive theory of multimedia learning.
ContributorsEnciso Bernal, Ana Maria (Author) / Nelson, Brian C. (Thesis advisor) / Savenye, Wilhelmina (Committee member) / Atkinson, Robert K. (Committee member) / Arizona State University (Publisher)
Created2014