Matching Items (5)
Filtering by

Clear all filters

153083-Thumbnail Image.png
Description
Unschooling is a child-centered educational philosophy that eschews teachers,

schools, curricula, grades and tests. Unschool practitioners have complete freedom to choose what they want to learn, when, to what level, and for how long. Unschooling families use the World Wide Web to provide a bespoke academic experience at home. This

Unschooling is a child-centered educational philosophy that eschews teachers,

schools, curricula, grades and tests. Unschool practitioners have complete freedom to choose what they want to learn, when, to what level, and for how long. Unschooling families use the World Wide Web to provide a bespoke academic experience at home. This study compares qualitative data collected from questionnaires and semi-structured interviews conducted with 10 unschooling families with quantitative data collected from 5 children within these families using a tracking and monitoring software. The software captured the duration of use, keystrokes, mouseclicks, and screenshots for all programs and websites for 14 days. Children stated they used technology less than 6 hours a day, and parents stated children used them less than 8 hours a day. Quantitative data shows the children use technology at least 10 hours a day, suggesting usage self-reports may not be reliable. The study revealed hardware form factor was the number one determinate of application use. Almost exclusively social media was used on smartphones, internet browsing on tablets, and creative endeavors such as modding, hacking, fan fiction writing, and video game level building all took place exclusively on laptops and desktops. Concurrent use of differing hardware form factors was the norm observed. Participants stated YouTube, Wikipedia and Khan Academy were the websites most used for knowledge gathering. The tracking software verified YouTube and Wikipedia were the most used websites, however when accessed on the PC, those sites were used almost exclusively for video game related purposes. Over 90% of the total PC use was spent on video games. More traditional educational activities were done primarily on tablets and on parent smartphones with parental engagement. Khan Academy was not used by the

participants in the 14 day monitoring period. 90 day web browser logs indicated Khan Academy was used by individuals no more than 3 times in a 90 day period,

demonstrating the inherent risks in relying upon internet usage self-reports without

quantitative software for verification. Unschooling children spent between 30 and 60 hours a week using technology.
ContributorsCurtice, Brian (Author) / Gee, James (Thesis advisor) / Gee, Elisabeth (Committee member) / Savenye, Wilhelmina (Committee member) / Arizona State University (Publisher)
Created2014
154416-Thumbnail Image.png
Description
Game design and product design are natural partners. They use similar tools. They reach the same users. They even share the same goal: to provide great user experiences.

This thesis asks, "Can game design build better product learning experiences, and if so, how?" It examines the learning situations created by and

Game design and product design are natural partners. They use similar tools. They reach the same users. They even share the same goal: to provide great user experiences.

This thesis asks, "Can game design build better product learning experiences, and if so, how?" It examines the learning situations created by and necessary for product design. It examines the principles of game learning. Then it looks for opportunities to apply game learning principles to product learning situations. The goal is to create engaging and successful product learning experiences, without turning products into games.

This study uses an auto-ethnographic evaluation of a gameplay session as well as participant observation and interviews with gamers to gather qualitative data. That data is sorted with an A(x4) framework and used to create user experience profiles.

The final outcome is a toolkit that identifies areas where game design could improve the design of product user experiences, especially for product learning.
ContributorsReeves, James Scott (Author) / Boradkar, Prasad (Thesis advisor) / Gee, Elisabeth (Committee member) / Herring, Donald (Committee member) / Arizona State University (Publisher)
Created2016
154608-Thumbnail Image.png
Description
This dissertation is about videogames. It is also about teaching, and the ways videogame design represents good teaching. However, this dissertation is not about videogames alone. It makes broad claims about teaching in- and out-of-schools in the 21st Century. Over the last few decades many scholars have

This dissertation is about videogames. It is also about teaching, and the ways videogame design represents good teaching. However, this dissertation is not about videogames alone. It makes broad claims about teaching in- and out-of-schools in the 21st Century. Over the last few decades many scholars have been impressed by the rich forms of learning going on out-of-school. In particular, the emergence of digital and social media has fueled interest in informal learning while often ignoring or effacing the critical role of teaching. Indeed, the term “informal learning” is common while the term “informal teaching” barely exists. At the same time, the learning sciences have made progress on understanding how learning works based on empirical evidence of how the mind operates. While this research is not well implemented in many of our schools, it is well represented in much out-of-school learning (such as in videogames). This dissertation argues that there is a body of evidence germane to good teaching, that many learning principles celebrated today in out-of-school learning are actually teaching principles, and that good videogames can give us insights into how teaching can work as a form of design with or without games. The dissertation then develops a model of distributed teaching and learning systems which involve designed- and emergent organization of various teaching and learning “sites”. Finally, the dissertation looks at the rhetorical function of teaching in building a “deliberate learner,” one whose goal is not simply to know and do things, but to become a certain type of person committed to new ways with words, forms of interaction, and values. Rhetoric, teaching, learning, and design of all sorts have been set free from institutions and turned loose into a market place of ideas and sites. In the face of this market place we need to engage in discussions about who we want to be, who we want others to be, and what world we want all of us to live in. These discussions will center not just on “truth”, but on values as well—which is exactly where, in a high-risk imperiled world, they should be centered.
ContributorsHolmes, Jeffrey Brandon (Author) / Gee, James (Thesis advisor) / Gee, Elisabeth (Committee member) / Goggin, Peter (Committee member) / Arizona State University (Publisher)
Created2016
154465-Thumbnail Image.png
Description
This study examines ninth graders’ negotiation of meaning with one canonical work, Romeo and Juliet. The study’s sample was 88% Latino at a Title I high school. The study adopts a sociocultural view of literacy and learning. I employed ethnographic methods (participant observation, data collection, interviews, and focus groups) to

This study examines ninth graders’ negotiation of meaning with one canonical work, Romeo and Juliet. The study’s sample was 88% Latino at a Title I high school. The study adopts a sociocultural view of literacy and learning. I employed ethnographic methods (participant observation, data collection, interviews, and focus groups) to investigate the teacher’s instructional approaches and the literacy practices used while teaching the canonical work. With a focus on students’ interpretations, I examined what they said and wrote about Romeo and Juliet. One finding was that the teacher employed instructional approaches that facilitated literacy practices that allowed students to draw on their cultural backgrounds, personal lived experiences, and values as they engaged with Romeo and Juliet. As instructional approaches and literacy practices became routine, students formed a community of learners. Because the teacher allowed students to discuss their ideas before, during, and after reading, students were provided with multiple perspectives to think about as they read and negotiated meaning. A second finding was that students drew on their personal lived experiences, backgrounds, and values as they made sense and negotiated the meaning of Romeo and Juliet’s plot and characters. Although the text’s meaning was not always obvious to students, in their work they showed their growing awareness that multiple interpretations were welcomed and important in the teacher’s classroom. Through the unit, students came to recognize that their own and their peers’ understandings, negotiations, and interpretations of the canonical work were informed by a variety of complex factors. Students came to find relevance in the text’s themes and characters to their experiences as adolescents. The study’s findings point to the importance of allowing students to draw from their cultural backgrounds and experiences as they negotiate meaning with texts, specifically canonical ones, and to welcome and encourage multiple meanings in the English classroom.
ContributorsBaez, Felipe J., Jr (Author) / Warriner, Doris (Thesis advisor) / Anderson, Kate (Committee member) / Early, Jessica (Committee member) / Gee, Elisabeth (Committee member) / Arizona State University (Publisher)
Created2016
155467-Thumbnail Image.png
Description
In this study, I investigate how secondary reclassified ELLs use the Learning Management System Schoology in three secondary English classrooms. Particularly, I focus on the digital literacy practices reclassified ELLs use as they navigate Schoology to complete a multi-page research paper. In examining the digital literacy practices of secondary reclassified

In this study, I investigate how secondary reclassified ELLs use the Learning Management System Schoology in three secondary English classrooms. Particularly, I focus on the digital literacy practices reclassified ELLs use as they navigate Schoology to complete a multi-page research paper. In examining the digital literacy practices of secondary reclassified ELLs who have recently exited the language development program, I add to research in the fields of New Literacies and Multiliteracies, sociocultural approaches to learning, and identity studies.

In this qualitative study, I employed ethnographic techniques (i.e., data collection, participant observation, interviewing, and collection of archived material and digital artifacts stored in Schoology). I drew from communities of practice and identity frameworks to examine focal participants' literacy practices when participating in the online space of Schoology and provided screenshots to showcase this participation. I examined email exchanges that were co-created by teacher and student that demonstrated their reliance on a digital tool to continue the teaching and learning processes. I exhibit screenshots of focal participants' engagement with the revision process as they used Schoology’s and Microsoft Word's digital editing tools. Finally, I examined focal participants' participation in Schoology's online discussion forum to highlight how they revealed aspects of their identities and performed these identities in a mainstream-learning environment as well.

My analysis establishes that focal participants' access to an LMS like Schoology and other digital spaces (e.g., email) supports the language learning and literacy practices of reclassified ELLs. In addition, my analysis of focal participants' digital and communication practices shows that they contributed to their agency, positioned themselves as empowered and knowledgeable learners, and performed the role of "peer as mentor" when providing feedback to their peers. Finally, in my analysis of focal participants' inventories of digital literacy practices, I discovered that their engagement in Schoology for the purposes of learning and communication reinforced their language learning, both traditional and digital literacies, and overall academic achievement. Findings of this study emphasizes the importance of technology integration at the secondary level so that all students have equal access to digital and multimodal ways of learning in today's digital age.
ContributorsHurtado, Fernando (Author) / Warriner, Doris (Thesis advisor) / Gee, Elisabeth (Committee member) / Anderson, Kate (Committee member) / Arizona State University (Publisher)
Created2017