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From the instructional perspective, the scope of "active learning" in the literature is very broad and includes all sorts of classroom activities that engage students with the learning experience. However, classifying all classroom activities as a mode of "active learning" simply ignores the unique cognitive processes associated with the type

From the instructional perspective, the scope of "active learning" in the literature is very broad and includes all sorts of classroom activities that engage students with the learning experience. However, classifying all classroom activities as a mode of "active learning" simply ignores the unique cognitive processes associated with the type of activity. The lack of an extensive framework and taxonomy regarding the relative effectiveness of these "active" activities makes it difficult to compare and contrast the value of conditions in different studies in terms of student learning. Recently, Chi (2009) proposed a framework of differentiated overt learning activities (DOLA) as active, constructive, and interactive based on their underlying cognitive principles and their effectiveness on students' learning outcomes. The motivating question behind this framework is whether some types of engagement affect learning outcomes more than the others. This work evaluated the effectiveness and applicability of the DOLA framework to learning activities for STEM classes. After classification of overt learning activities as being active, constructive or interactive, I then tested the ICAP hypothesis, which states that student learning is more effective in interactive activities than constructive activities, which are more effective than active activities, which are more effective than passive activities. I conducted two studies (Study 1 and Study 2) to determine how and to what degree differentiated activities affected students' learning outcomes. For both studies, I measured students' knowledge of materials science and engineering concepts. Results for Study 1 showed that students scored higher on all post-class quiz questions after participating in interactive and constructive activities than after the active activities. However, student scores on more difficult, inference questions suggested that interactive activities provided significantly deeper learning than either constructive or active activities. Results for Study 2 showed that students' learning, in terms of gain scores, increased systematically from passive to active to constructive to interactive, as predicted by ICAP. All the increases, from condition to condition, were significant. Verbal analysis of the students' dialogue in interactive condition indicated a strong correlation between the co-construction of knowledge and learning gains. When the statements and responses of each student build upon those of the other, both students benefit from the collaboration. Also, the linear combination of discourse moves was significantly related to the adjusted gain scores with a very high correlation coefficient. Specifically, the elaborate type discourse moves were positively correlated with learning outcomes; whereas the accept type moves were negatively correlated with learning outcomes. Analyses of authentic activities in a STEM classroom showed that they fit within the taxonomy of the DOLA framework. The results of the two studies provided evidence to support the predictions of the ICAP hypothesis.
ContributorsMenekşe, Muhsin (Author) / Chi, Michelene T.H. (Thesis advisor) / Baker, Dale (Committee member) / Middleton, James (Committee member) / Arizona State University (Publisher)
Created2012
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Description
This thesis closely reads black gay pornography and NeoSoul music from the 1990s to theorize the digital transformations of the adult entertainment and music industries during the commercialization and boom of the Internet. Acknowledging black sex workers and musical artists as knowers and agitators whose labor and artistry teased and

This thesis closely reads black gay pornography and NeoSoul music from the 1990s to theorize the digital transformations of the adult entertainment and music industries during the commercialization and boom of the Internet. Acknowledging black sex workers and musical artists as knowers and agitators whose labor and artistry teased and troubled these transformations, I employ an American Studies analytic to archives and genres that highlights the economic and historical undergirding of black sexual economies in the United States. I argue that black musical artists and sex workers facilitate a mapping of black sexual economies and an ecosystem of labor and pleasure upended by the commercialization of the Internet that pronounces a dialogic relationship between the adult entertainment and music industries, black musical artists and sex workers, and black musical and pornographic genres. Through close reading and nut chasing methods, I intimately describe the musical and sexual performances of sex workers and musical artists in three pornographic films and one music video to analyze the complexities of instrumentation and cinematography during this technological era, how they narrativize sound and place, and the sensorial and physiological effects of witnessing and listening to these performances. In this project, I ask: how does porn and music remember sound and place, how does black music and black gay pornography narrate black sexual economies and geographies, and how did the commercialization of the Internet in the 1980 and 90s change black musical genres and (black) gay pornography?
ContributorsAnderson, K (Author) / Bailey, Marlon M (Thesis advisor) / Roane, JT (Committee member) / Anderson, Lisa (Committee member) / Arizona State University (Publisher)
Created2022
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Description
Since the early 2000s the Rubik’s Cube has seen growing usage at speedsolving competitions and as an effective tool to teach Science, Technology, Engineering, Mathematics (STEM) topics at hundreds of schools and universities across the world. Recently, cube manufacturers have begun embedding sensors to enable digital face tracking. The live

Since the early 2000s the Rubik’s Cube has seen growing usage at speedsolving competitions and as an effective tool to teach Science, Technology, Engineering, Mathematics (STEM) topics at hundreds of schools and universities across the world. Recently, cube manufacturers have begun embedding sensors to enable digital face tracking. The live feedback from these so called “smartcubes” enables a new wave of immersive solution tutorials and interactive educational games using the cube as a controller. Existing smartcube software has several limitations. Manufacturers’ applications support only a narrow set of puzzle form factors and application platforms, fragmenting the ecosystem. Most apps require an active internet connection for key features, limiting where users can practice with a smartcube. Finally, existing applications focus on a single 3x3x3connection, losing opportunities afforded by new form factors. This research demonstrates an open-source smartcube application which mitigates these limitations. Particular attention is given to creating an Application Programming Interface (API) for smartcube communication and building representative solve analysis tools. These innovations have included successful negotiations to re-license existing open-source Rubik’sCube software projects to support deployment on multiple platforms, particularly iOS. The resulting application supports smartcubes from three manufacturers, runs on two platforms (Android and iOS), functions entirely offline after an initial download of remote assets, demonstrates concurrent connections with up to six smartcubes, and supports all current and anticipated smartcube form factors. These foundational elements can accelerate future efforts to build smartcube applications, including automated performance feedback systems and personalized gamification of learning experiences. Such advances will hopefully enhance the Rubik’s Cube’s value both as a competitive toy and as a pedagogical tool in educational institutions worldwide.
ContributorsHale, Joseph (Author) / Bansal, Ajay (Thesis advisor) / Heinrichs, Robert (Committee member) / Gary, Kevin (Committee member) / Arizona State University (Publisher)
Created2023
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Description
A reform movement in the United States has focused on STEM education and 21st century soft skills such as critical thinking, communication, collaboration, and creativity. This spotlight on STEM instruction provided an opportunity to explore how K-14 STEM teacher participants perceived a Design Thinking Instructional Problems (DTIP) approach to

A reform movement in the United States has focused on STEM education and 21st century soft skills such as critical thinking, communication, collaboration, and creativity. This spotlight on STEM instruction provided an opportunity to explore how K-14 STEM teacher participants perceived a Design Thinking Instructional Problems (DTIP) approach to developing instructional lessons. The study used a convergent parallel mixed-methods design with a survey instrument and a multiple case study focused on K-14 in-service STEM teachers. Data were collected from teacher participants during two five-week summer Research Experience for Teachers (RET) programs as part of two separate National Science Foundation (NSF) funded Engineering Research Centers (ERC) located at a large southwestern university in the United States (n=16). The study was conducted over three phases. During Phase I and II, teacher participants experienced a Design Thinking Overview workshop and weekly DTIP professional development sessions to facilitate the development of an RET instructional lesson. Pre- and post-program DTIP surveys and background interviews were conducted with all teacher participants (n=16). From this original group, teacher participants were selected as cases. Implementation observations and post-implementation interviews were conducted with these case-teachers (n=10). The study included frequency analysis and descriptive statistics of survey data. Qualitative data were analyzed using direct interpretation, thematic analysis, and open coding with the constant comparative method. A variety of arrays, summaries, and matrices were used to visualize patterns across and within individual case-teacher results. All 16 teacher participants viewed themselves as designers solving complex instructional problems. All 16 teacher participants found the DTIP professional development sessions to have somewhat to very much provided additional value during their RET summer programs. Six of the 10 case-teachers perceived the DTIP model graphic as mostly to completely corresponding to the way in which they developed their RET instructional lesson. Lastly, eight of the 10 case-teachers chose to embed a Design Thinking student learning strategy into the RET instructional lesson they developed.
ContributorsElwood, Kristin (Author) / Savenye, Wilhelmina (Thesis advisor) / Jordan, Michelle E (Committee member) / Henriksen, Danah (Committee member) / Mishra, Punya (Committee member) / Arizona State University (Publisher)
Created2018
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Description
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

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 a mixed-methods experimental design and involved a three-session VR STEM learning intervention. The quantitative data was collected through the intervention by survey questionnaire, session quiz, and pre- and post-tests, while the interviews were taken after the intervention. The structural equation modeling method was used to explore the relationships among factors in the VR learning experience. Longitudinal quantitative comparisons were conducted with the multiple imputation method. Its purpose was to evaluate the changing magnitude of factors across sessions. After quantitative analysis, interview transcripts were analyzed. They were used to triangulate or provide context for understanding of quantitative results.

The results showed that motivation and engagement play a critical mediation role in an effective VR learning experience. While individuals’ psychological responses and motivation may significantly increase in a VR learning experience for novelty, the novelty effect may not steeply decrease when individuals are becoming familiar with the novelty. This phenomenon is more observable in a VR condition having a high degree of immersion and embodiment. In addition, novelty does not necessarily increase learning achievement. The increase of learning achievement is more dependent on a match between the learning content and the learning method. The embodied learning method is appropriate for instructing difficult knowledge and spatial knowledge. Reserving enough time for reflection is important to deep learning in a VR environment.
ContributorsHuang, Wen (Author) / Roscoe, Rod (Thesis advisor) / Johnson, Mina (Committee member) / Craig, Scotty (Committee member) / Arizona State University (Publisher)
Created2020
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Description

Mexicans and Mexican Americans have resided in Arizona since the early 16th century. Their history, however, is severely under-documented in the state’s archival repositories. As of 2012, this community is represented in a mere 1-2% of the state’s known archival holdings, and 98% of such documentation is held at Arizona

Mexicans and Mexican Americans have resided in Arizona since the early 16th century. Their history, however, is severely under-documented in the state’s archival repositories. As of 2012, this community is represented in a mere 1-2% of the state’s known archival holdings, and 98% of such documentation is held at Arizona State University’s Chicano/a Research Collection (CRC). This article provides a historical review of the CRC’s establishment in 1970 and how its founding Curator, Dr. Christine Marín, transformed a small circulating book collection into Arizona’s largest repository for Mexican American history. It goes on to examine how the CRC’s sitting Archivist is using social media in tandem with a community-based workshop, bilingual promotional materials and finding aids, and description of unprocessed collections as community outreach and collection development tools in order to remedy the under-documentation of Mexican American history in Arizona. We argue that augmenting traditional archival field collecting methods with these strategies enables the CRC to build a more robust relationship with Arizona’s Mexican American community, allows us to continue expanding our archival holdings, and serves as an example for other repositories seeking to enhance their documentation of marginalized communities.

ContributorsGodoy-Powell, Nancy L. (Author) / Dunham, Elizabeth G. (Author)
Created2017-01-27