Matching Items (12)
Filtering by

Clear all filters

152306-Thumbnail Image.png
Description
With the unveiling of the National Educational Technology Plan 2010, both preservice and inservice K12 teachers in the United States are expected to create a classroom environment that fosters the creation of digital citizens. However, it is unclear whether or not teacher education programs build this direct instruction, or any

With the unveiling of the National Educational Technology Plan 2010, both preservice and inservice K12 teachers in the United States are expected to create a classroom environment that fosters the creation of digital citizens. However, it is unclear whether or not teacher education programs build this direct instruction, or any other method of introducing students to the National Education Technology Standards (NETS), "a standard of excellence and best practices in learning, teaching and leading with technology in education," into their curriculum (International Society for Technology in Education, 2012). As with most teaching skills, the NETS and standards-based technology integration must be learned through exposure during the teacher preparation curriculum, either through modeling, direct instruction or assignments constructed to encourage standards-based technology integration. This study attempted to determine the extent to which preservice teachers at Arizona State University (ASU) enrolled in the Mary Lou Fulton Teachers College (MLFTC) can recognize the National Education Technology Standards (NETS) published by the International Society for Technology in Education (ISTE) and to what extent preservice teachers are exposed to technology integration in accordance with the NETS-T standards in their preparation curriculum in order to answer the questions of whether or not teacher education curriculum provides students an opportunity to learn and apply the NETS-T and if preservice teachers in core teacher preparation program courses that include objectives that integrate technology are more likely to be able to identify NETS-T standards than those in courses that do not include these elements In order to answer these questions, a mixed-method design study was utilized to gather data from an electronic survey, one-on-one interviews with students, faculty, and administrators, and document analysis of core course objectives and curriculum goals in the teacher certification program at ASU. The data was analyzed in order to determine the relationship between the preservice teachers, the NETS-T standards, and the role technology plays in the curriculum of the teacher preparation program. Results of the analysis indicate that preservice teachers have a minimum NETS-T awareness at the Literacy level, indicating that they can use technology skills when prompted and explore technology independently.
ContributorsLewis, Carrie L (Author) / Nelson, Brian (Thesis advisor) / Archambault, Leanna (Thesis advisor) / Savenye, Wilhelmenia (Committee member) / Atkinson, Robert (Committee member) / Arizona State University (Publisher)
Created2013
137487-Thumbnail Image.png
Description
The current Enterprise Requirements and Acquisition Model (ERAM), a discrete event simulation of the major tasks and decisions within the DoD acquisition system, identifies several what-if intervention strategies to improve program completion time. However, processes that contribute to the program acquisition completion time were not explicitly identified in the simulation

The current Enterprise Requirements and Acquisition Model (ERAM), a discrete event simulation of the major tasks and decisions within the DoD acquisition system, identifies several what-if intervention strategies to improve program completion time. However, processes that contribute to the program acquisition completion time were not explicitly identified in the simulation study. This research seeks to determine the acquisition processes that contribute significantly to total simulated program time in the acquisition system for all programs reaching Milestone C. Specifically, this research examines the effect of increased scope management, technology maturity, and decreased variation and mean process times in post-Design Readiness Review contractor activities by performing additional simulation analyses. Potential policies are formulated from the results to further improve program acquisition completion time.
ContributorsWorger, Danielle Marie (Author) / Wu, Teresa (Thesis director) / Shunk, Dan (Committee member) / Wirthlin, J. Robert (Committee member) / Industrial, Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2013-05
134466-Thumbnail Image.png
Description
The purpose of this study was to determine how I, as a future teacher, can best combat inequities in technological access and fluency in my future classroom. In this study, I explored a range of literature on the role of technology in the classroom, the digital divide in home and

The purpose of this study was to determine how I, as a future teacher, can best combat inequities in technological access and fluency in my future classroom. In this study, I explored a range of literature on the role of technology in the classroom, the digital divide in home and school settings, and variance in digital literacy. Additional insight was gained through interviews and observing school faculty in three public school districts in the Phoenix Metropolitan Area. This provided a better understanding of local context in order to gain a sense of the national and local realities of the digital landscape as they relate to educational equity in the educational settings where I aim to serve as a certified teacher.
ContributorsJakubczyk, Nicole Marie (Author) / Foulger, Teresa (Thesis director) / Barnett, Juliet (Committee member) / Division of Teacher Preparation (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
Description
In this study, the implementation of educational technology and its effect on learning and user experience is measured. A demographic survey, pretest/posttest, and educational experience survey was used to collect data on the control and experimental groups. The experimental group was subjected to different learning material than the control grou

In this study, the implementation of educational technology and its effect on learning and user experience is measured. A demographic survey, pretest/posttest, and educational experience survey was used to collect data on the control and experimental groups. The experimental group was subjected to different learning material than the control group with the use of the Elements 4D mobile application by Daqri to learn basic chemical elements and compounds. The control group learning material provided all the exact information as the application, but in the 2D form of a printed packet. It was expected the experimental group would outperform the control group and have a more enjoyable experience and higher performance. After data analysis, it was concluded that the control group outperformed the experimental group on performance and both groups has similar experiences in contradiction to the hypothesis. Once the factors that contribute to the limitations of different study duration, learning the application beforehand, and only-memorization questions are addressed, the study can be conducted again. Application improvements may also alter the future results of the study and hopefully lead to full implementation into a curriculum.
ContributorsApplegate, Garrett Charles (Author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Industrial, Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
132931-Thumbnail Image.png
Description
Media and technology are integral parts of today’s society. Unlike in the past, most adults in the United States now have access to the internet via their own personal devices. Technology’s popularity does not stop with adults. The children of this generation are extremely knowledgeable when it comes to media

Media and technology are integral parts of today’s society. Unlike in the past, most adults in the United States now have access to the internet via their own personal devices. Technology’s popularity does not stop with adults. The children of this generation are extremely knowledgeable when it comes to media and technology and are exposed to it at a very young age. This paper analyzes the effect that this exposure is having on early childhood development. The research shows that there are several benefits to children using technology at a young age. Some of these benefits include increased learning opportunities, preparation for future careers, and support for children with disabilities. However, there are also several challenges that technology can cause. Some of these challenges include increased violence, exposure to inappropriate content, sleep issues, and an increased chance of obesity. In addition to this paper, a resource website titled Toddlers and Technology was created. The purpose of this website is to give parents insight into the information that is available in regards to technology and child development. The website includes the benefits and challenges of children using technology, recommendations on how parents can combat the challenges, and a list of 10 educational apps for early childhood development.
Keywords: children, technology, media, apps, families
ContributorsCave, Mckenna Ann (Author) / Farrand, Kathleen (Thesis director) / Boozer, April (Committee member) / Division of Teacher Preparation (Contributor) / Dean, W.P. Carey School of Business (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
134133-Thumbnail Image.png
Description
Hackathons are 24-36 hour events where participants are encouraged to learn, collaborate, and build technological inventions with leaders, companies, and peers in the tech community. Hackathons have been sweeping the nation in the recent years especially at the collegiate level; however, there is no substantial research or documentation of the

Hackathons are 24-36 hour events where participants are encouraged to learn, collaborate, and build technological inventions with leaders, companies, and peers in the tech community. Hackathons have been sweeping the nation in the recent years especially at the collegiate level; however, there is no substantial research or documentation of the actual effects of hackathons especially at the collegiate level. This makes justifying the usage of valuable time and resources to host hackathons difficult for tech companies and academic institutions. This thesis specifically examines the effects of collegiate hackathons through running a collegiate hackathon known as Desert Hacks at Arizona State University (ASU). The participants of Desert Hacks were surveyed at the start and at the end of the event to analyze the effects. The results of the survey implicate that participants have grown in base computer programming skills, inclusion in the tech community, overall confidence, and motivation for the technological field. Through these results, this study can be used to help justify the necessity of collegiate hackathons and events similar.
ContributorsLe, Peter Thuan (Author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
134134-Thumbnail Image.png
Description
In today's world, technology plays a large role in everyone's life. However, there is a short supply of professionals to fill the roles in the computing field. When examining closer, it is clear that one group has a smaller representation: women. This can be contributed to many factors early in

In today's world, technology plays a large role in everyone's life. However, there is a short supply of professionals to fill the roles in the computing field. When examining closer, it is clear that one group has a smaller representation: women. This can be contributed to many factors early in the women's lives and academic careers. In hopes of increasing the number of women computing professionals, this thesis aimed to understand the problem of a lack of women in technology and studied how hackathons could be a possible solution. The research followed Desert Hacks as it examines the typical participants as well as the hackathons effects on women's morale in technology. Two important questions during the investigation were what kind of women are attending hackathons and how do women feel about the technology industry after a hackathon? The results suggested that hackathon had an overall positive effect on women's motivation in the computing field. Additionally, most research participants believed that everyone has the potential to do well in the field and that gender inclusion is important for the industry. This ideology can foster a healthy environment for women to become more motivated in computing. Through these results, hackathons can be seen as another mean to help motivate women in the field and open up the possibility of future studies of women and hackathons.
ContributorsVo, Thong Bach (Author) / Atkinson, Robert (Thesis director) / Chavez-Echeagaray, Maria Elena (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
134055-Thumbnail Image.png
Description
Early adolescence is a pivotal stage of social and emotional development. Socialization traditionally occurs in person, but social interactions via technology (e.g., social media, video games) have grown in popularity. However, little research has been conducted on how early adolescents interact with technology and how these interactions relate to their

Early adolescence is a pivotal stage of social and emotional development. Socialization traditionally occurs in person, but social interactions via technology (e.g., social media, video games) have grown in popularity. However, little research has been conducted on how early adolescents interact with technology and how these interactions relate to their socialization as well as other factors such as reading habits or academic achievement. Seventh and eighth grade students (n = 719) completed a survey that captured information about their technology use, their academic habits and performance, and extracurricular involvement. It was hypothesized that those involved in more extracurricular activities would use the internet more socially and that internet use would be negatively correlated to both academic performance and recreational reading. Responses indicated that a majority of students have access to technology (e.g. internet, computers, television, gaming consoles, and tablets) in their homes. Social media use differed drastically between platforms. Analyses indicated a relation between amount of extracurricular activities on social television watching and social internet use, but not on social gaming. A significant negative correlation was found between recreational reading and time spent socializing online, but there was no significant effect of these factors on academic performance. Thus, hypotheses were partially supported by the relation between amount of extracurriculars and social internet use and the negative correlation between time spent socializing online and recreational reading.
ContributorsHorner, Kate Elizabeth (Author) / McNamara, Danielle (Thesis director) / McCarthy, Kathryn (Committee member) / Davis, Mary (Committee member) / Division of Teacher Preparation (Contributor) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
134207-Thumbnail Image.png
Description
The principles of transformational play challenge the assumption that learning and "real life" are inherently separate spheres, and instead, intimately connect the two spheres by integrating the often separate treatment of person, content, and context. By positioning person, content, and context in a way that traditional learning environments cannot, transformational

The principles of transformational play challenge the assumption that learning and "real life" are inherently separate spheres, and instead, intimately connect the two spheres by integrating the often separate treatment of person, content, and context. By positioning person, content, and context in a way that traditional learning environments cannot, transformational play puts students in the role of active protagonists in their own learning and positions them to use their growing knowledge to make authentic choices that can affect problems they face in reality and thereby transform: the circumstances of their lives, the way they understand knowledge as a functional asset, and the way they see themselves as agents with the ability to act and create change. This can be especially empowering to students who have thus far been facing a feeling of hopelessness or powerlessness in their lives. Teachers can apply the concepts behind transformational play throughout the learning process to improve the consequentiality of students' learning experiences.
ContributorsCurtis, Camryn (Author) / Barab, Sasha (Thesis director) / Arici, Anna (Committee member) / School of Historical, Philosophical and Religious Studies (Contributor) / Division of Teacher Preparation (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
154986-Thumbnail Image.png
Description
A lot of strides have been made in enabling technologies to aid individuals with visual impairment live an independent life. The advent of smart devices and participatory web has especially facilitated the possibility of new interactions to aide everyday tasks. Current systems however tend to be complex and require multiple

A lot of strides have been made in enabling technologies to aid individuals with visual impairment live an independent life. The advent of smart devices and participatory web has especially facilitated the possibility of new interactions to aide everyday tasks. Current systems however tend to be complex and require multiple cumbersome devices which invariably come with steep learning curves. Building new cyber-human systems with simple integrated interfaces while keeping in mind the specific requirements of the target users would help alleviate their mundane yet significant daily needs. Navigation is one such significant need that forms an integral part of everyday life and is one of the areas where individuals with visual impairment face the most discomfort. There is little technology out there to help travelers with navigating new routes. A number of research prototypes have been proposed but none of them are available to the general population. This may be due to the need for special equipment that needs expertise before deployment, or trained professionals needing to calibrate devices or because of the fact that the systems are just not scalable. Another area that needs assistance is the field of education. Lot of the classroom material and textbook material is not readily available in alternate formats for use. Another such area that requires attention is information delivery in the age of web 2.0. Popular websites like Facebook, Amazon, etc are designed with sighted people as target audience. While the mobile editions with their pared down versions make it easier to navigate with screen readers, the truth remains that there is still a long way to go in making such websites truly accessible.
ContributorsPaladugu, Devi Archana (Author) / Li, Baoxin (Thesis advisor) / Hedgpeth, Terri (Committee member) / Atkinson, Robert (Committee member) / Walker, Erin (Committee member) / Arizona State University (Publisher)
Created2016