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The purpose of this survey study was to collect data from pre-K-12 educators in the U.S. regarding their perceptions of the purpose, conceptions, use, impact, and results of educational research. The survey tool was based on existing questionnaires and case studies in the literature, as well as newly developed items.

The purpose of this survey study was to collect data from pre-K-12 educators in the U.S. regarding their perceptions of the purpose, conceptions, use, impact, and results of educational research. The survey tool was based on existing questionnaires and case studies in the literature, as well as newly developed items. 3,908 educators in a database developed over 10+ years at the world's largest education company were sent a recruiting email; 400 elementary and secondary teachers in the final sample completed the online survey containing 48 questions over a three-week deployment period in the spring of 2013. Results indicated that overall teachers believe educational research is important, that the most important purpose of research is to increase effectiveness of classroom practice, yet research is not frequently sought out during the course of practice. Teachers perceive results in research journals as the most trustworthy yet also perceive research journals the most difficult to access (relying second-most often for research via in-service trainings). These findings have implications for teachers, administrators, policy-makers, and researchers. Educational researchers should seek to address both the theoretical and the applied aspects of learning. Professional development must make explicit links between research findings and classroom strategies and tactics, and research must be made more readily available to those who are not currently seeking additional credentialing, and therefore do not individually have access to scholarly literature. Further research is needed to expand the survey sample and refine the survey instrument. Similar research with administrators in pre-K-20 settings as well as in-depth interviews would serve to investigate the "why" of many findings.
ContributorsMahoney, Shawn (Author) / Savenye, Wilhelmina (Thesis advisor) / Nelson, Brian (Committee member) / Atkinson, Robert (Committee member) / Arizona State University (Publisher)
Created2013
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Description
This research study investigated the effects of high fidelity graphics on both learning and presence, or the "sense of being there," inside a Virtual Learning Environment (VLE). Four versions of a VLE on the subject of the element mercury were created, each with a different combination of high and

This research study investigated the effects of high fidelity graphics on both learning and presence, or the "sense of being there," inside a Virtual Learning Environment (VLE). Four versions of a VLE on the subject of the element mercury were created, each with a different combination of high and low fidelity polygon models and high and low fidelity shaders. A total of 76 college age (18+ years of age) participants were randomly assigned to one of the four conditions. The participants interacted with the VLE and then completed several posttest measures on learning, presence, and attitudes towards the VLE experience. Demographic information was also collected, including age, computer gameplay experience, number of virtual environments interacted with, gender and time spent in this virtual environment. The data was analyzed as a 2 x 2 between subjects ANOVA.

The main effects of shader fidelity and polygon fidelity were both non- significant for both learning and all presence subscales inside the VLE. In addition, there was no significant interaction between shader fidelity and model fidelity. However, there were two significant results on the supplementary variables. First, gender was found to have a significant main effect on all the presence subscales. Females reported higher average levels of presence than their male counterparts. Second, gameplay hours, or the number of hours a participant played computer games per week, also had a significant main effect on participant score on the learning measure. The participants who reported playing 15+ hours of computer games per week, the highest amount of time in the variable, had the highest score as a group on the mercury learning measure while those participants that played 1-5 hours per week had the lowest scores.
ContributorsHorton, Scott (Author) / Nelson, Brian (Thesis advisor) / Savenye, Wilhelmina (Committee member) / Atkinson, Robert (Committee member) / Arizona State University (Publisher)
Created2014
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Description
The goal of this research was to understand the different kinds of learning that take place in Mod The Sims (MTS), an online Sims gaming community. The study aimed to explore users' experiences and to understand learning practices that are not commonly observed in formal educational settings. To achieve this

The goal of this research was to understand the different kinds of learning that take place in Mod The Sims (MTS), an online Sims gaming community. The study aimed to explore users' experiences and to understand learning practices that are not commonly observed in formal educational settings. To achieve this goal, the researcher conducted a four-year virtual ethnographic study that followed guidelines set forth in Hine (2000). After Hine, the study focused on understanding the complexity of the relationships between technology and social interactions among people, with a particular emphasis on investigating how participants shaped both the culture and structure of the affinity space. The format for the dissertation consists of an introduction, three core chapters that present different sets of findings, and a concluding chapter. Each of the core chapters, which can stand alone as separate studies, applies different theoretical lenses and analytic methods and uses a separate data set. The data corpus includes hundreds of thread posts, member profiles, online interview data obtained through email and personal messaging (PM), numerous screenshots, field notes, and additional artifacts, such as college coursework shared by a participant. Chapter 2 examines thread posts to understand the social support system in MTS and the language learning practices of one member who was a non-English speaker. Chapter 3 analyzes thread posts from administrative staff and users in MTS to identify patterns of interactions, with the goal of ascertaining how users contribute to the ongoing design and redesign of the site. Chapter 4 investigates user-generated tutorials to understand the nature of these instructional texts and how they are adapted to an online context. The final chapter (Chapter 5) presents conclusions about how the analyses overall represent examples of participatory learning practices that expand our understanding of 21st century learning. Finally, the chapter offers theoretical and practical implications, reflections on lessons learned, and suggestions for future research.
ContributorsLee, Yoonhee Naseef (Author) / Hayes, Elisabeth (Thesis advisor) / Gee, James (Committee member) / Nelson, Brian (Committee member) / Arizona State University (Publisher)
Created2012
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Description
The problem under investigation was to determine if a specific outline-style learning guide, called a Learning Agenda (LA), can improve a college algebra learning environment and if learner control can reduce the cognitive effort associated with note-taking in this instance. The 192 participants were volunteers from 47 different college

The problem under investigation was to determine if a specific outline-style learning guide, called a Learning Agenda (LA), can improve a college algebra learning environment and if learner control can reduce the cognitive effort associated with note-taking in this instance. The 192 participants were volunteers from 47 different college algebra and pre-calculus classes at a community college in the southwestern United States. The approximate demographics of this college as of the academic year 2016 – 2017 are as follows: 53% women, 47% men; 61% ages 24 and under, 39% 25 and over; 43% Hispanic/Latino, 40% White, 7% other. Participants listened to an approximately 9-minute video lecture on solving a logarithmic equation. There were four dependent variables: encoding as measured by a posttest – pretest difference, perceived cognitive effort, attitude, and notes-quality/quantity. The perceived cognitive effort was measured by a self-reported questionnaire. The attitude was measured by an attitude survey. The note-quality/quantity measure included three sub-measures: expected mathematical expressions, expected phrases, and a total word count. There were two independent factors: note-taking method and learner control. The note-taking method had three levels: the Learning Agenda (LA), unguided note-taking (Usual), and no notes taken. The learner control factor had two levels: pausing allowed and pausing not allowed. The LA resulted in significantly improved notes on all three sub-measures (adjusted R2 = .298). There was a significant main effect of learner control on perceived cognitive effort with higher perceived cognitive effort occurring when pausing was not allowed and notes were taken. There was a significant interaction effect of the two factors on the attitude survey measure. The trend toward an improved attitude in both of the note-taking levels of the note-taking factor when pause was allowed was reversed in the no notes level when pausing was allowed. While significant encoding did occur as measured by the posttest – pretest difference (Cohen’s d = 1.81), this measure did not reliably vary across the levels of either the note-taking method factor or the learner control factor in this study. Interpretations were in terms of cognitive load management, split-attention, instructional design, and note-taking as a sense-making opportunity.
ContributorsTarr, Julie Charlotte (Author) / Nelson, Brian (Thesis advisor) / Atkinson, Robert (Committee member) / Savenye, Wilhelmina (Committee member) / Arizona State University (Publisher)
Created2018
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Description
The gameplay experience can be understood as an interaction between player and game design characteristics. A greater understanding of these characteristics can be gained through empirical means. Subsequently, an enhanced knowledge of these characteristics should enable the creation of games that effectively generate desirable experiences for players. The purpose of

The gameplay experience can be understood as an interaction between player and game design characteristics. A greater understanding of these characteristics can be gained through empirical means. Subsequently, an enhanced knowledge of these characteristics should enable the creation of games that effectively generate desirable experiences for players. The purpose of this study was to investigate the relationships between gameplay enjoyment and the individual characteristics of gaming goal orientations, game usage, and gender. A total of 301 participants were surveyed and the data were analyzed using Structural Equation Modeling (SEM). This led to an expanded Gameplay Enjoyment Model (GEM) with 41 game features, an overarching Enjoyment factor, and 9 specific components, including Challenge, Companionship, Discovery, Fantasy, Fidelity, Identity, Multiplayer, Recognition, and Strategy. Furthermore, the 3x2 educational goal orientation framework was successfully applied to a gaming context. The resulting 3x2 Gaming Goal Orientations (GGO) model consists of 18 statements that describe players' motivations for gaming, which are distributed across the six dimensions of Task-Approach, Task-Avoidance, Self-Approach, Self-Avoidance, Other-Approach, and Other-Avoidance. Lastly, players' individual characteristics were used to predict gameplay enjoyment, which resulted in the formation of the GEM-Individual Characteristics (GEM-IC) model. In GEM-IC, the six GGO dimensions were the strongest predictors. Meanwhile, game usage variables like multiplayer, genre, and platform preference, were minimal to moderate predictors. Although commonly appearing in games research, gender and game time commitment variables failed to predict enjoyment. The results of this study enable important work to be conducted involving game experiences and player characteristics. After several empirical iterations, GEM is considered suitable to employ as a research and design tool. In addition, GGO should be useful to researchers interested in how player motivations relate to gameplay experiences. Moreover, GEM-IC points to several variables that may prove useful in future research. Accordingly, it is posited that researchers will derive more meaningful insights on games and players by investigating detailed, context-specific characteristics as compared to general, demographic ones. Ultimately, it is believed that GEM, GGO, and GEM-IC will be useful tools for researchers and designers who seek to create effective gameplay experiences that meet the needs of players.
ContributorsQuick, John (Author) / Atkinson, Robert (Thesis advisor) / McNamara, Danielle (Committee member) / Nelson, Brian (Committee member) / Savenye, Wilhelmina (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Mentoring programs are not uncommon. In fact, they are more common than we think. Most mentoring programs and/or mentorship opportunities are informal and happen daily. While mentorship programs are common, some programs, specifically Pre-Pharmacy related, are overlooked. The lack of formalized opportunities impacts prospective students’ understanding of the profession and

Mentoring programs are not uncommon. In fact, they are more common than we think. Most mentoring programs and/or mentorship opportunities are informal and happen daily. While mentorship programs are common, some programs, specifically Pre-Pharmacy related, are overlooked. The lack of formalized opportunities impacts prospective students’ understanding of the profession and connection-building and limits accessibility to resources. This study explored the role of participation in the Mentoring Aspiring Pre-Pharmacy Mentorship Programs (MAPPS) on the mentees' self-efficacy, belonging, and decision to pursue pharmacy. I conducted this four-week study at UC San Diego Skaggs School of Pharmacy and Pharmaceutical Sciences (SSPPS) in collaboration with the undergraduate campus. To support self-efficacy, belonging, and the decision to pursue pharmacy, MAPPS incorporated didactic and non-didactic activities, group conversations, reflections, and much more. To foster belonging, mentees were provided opportunities to participate in Pharmacy and Faculty meet and greet events, choose their mentor groups, and engage with one another. To develop self-efficacy, mentees were encouraged weekly to step outside their comfort zone by completing reflection activities that challenged them to learn more about the profession and engage with their mentors. The theoretical perspectives that guided this research project were the identity theory, self-efficacy theory, and sense of belonging. Furthermore, I used the parallel mixed design approach, which allowed me to use a mix of quantitative and qualitative methods simultaneously or with some time-lapse. The data collected in this study showed that participation in the MAPPS mentorship program heightened the mentees' sense of belonging, developed a deeper understanding of the profession, and resulted in the mentee feeling empowered to pursue the profession.
ContributorsAdibi, Sahar (Author) / Nelson, Brian (Thesis advisor) / Smith, Stephanie (Committee member) / Patel, Nimish (Committee member) / Arizona State University (Publisher)
Created2023
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Description
Integrating agent-based models (ABMs) has been a popular approach for teaching emergent science concepts. However, students continue to find it difficult to explain the emergent process of natural selection. This study adopted an ontological framework–the Pattern, Agents, Interactions, Relations, and Causality (PAIR-C)–to guide the design of learning modules. This pre-posttest

Integrating agent-based models (ABMs) has been a popular approach for teaching emergent science concepts. However, students continue to find it difficult to explain the emergent process of natural selection. This study adopted an ontological framework–the Pattern, Agents, Interactions, Relations, and Causality (PAIR-C)–to guide the design of learning modules. This pre-posttest experimental study examines the effects of the PAIR-C module versus the Regular module on fostering students’ deep understanding of natural selection. Results show that students in the PAIR-C intervention group performed better in answering deep questions assessing the understanding of inter-level causal relationships than those in the Regular control group. Although students in both groups did not show significantly improved abilities in explaining the natural selection process for other contexts or significant differences in their abilities to explain other emergent phenomena, students in the intervention group demonstrated system-thinking perspectives and fewer misconceptions in their expressions compared to the control group. A close analysis of student misconceptions consolidates that the intervention group demonstrated drastically fewer categories and numbers of misconceptions while those in the control group did not show such drastic changes before and after the study. To precisely address misconceptions and further improve students’ learning outcomes, Epistemic Network Analysis was adopted to capture students’ misconception characteristics by examining the co-occurrences of different misconception categories as well as the relationship between misconceptions and PAIR-C features. The results of student learning outcomes and misconception characteristics collectively provide directions for improving the instructional design of the PAIR-C module. Furthermore, findings on student engagement levels during learning can also inform future design efforts. Overall, this project sheds light on applying an innovative framework to designing effective learning modules to teach emergent science concepts.
ContributorsSu, Man (Author) / Chi, Michelene (Thesis advisor) / Nelson, Brian (Committee member) / Zheng, Yi (Committee member) / Arizona State University (Publisher)
Created2023
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Description
Second Language Learners face a unique set of challenges when it comes to the learning process. This dissertation study specifically focuses on those challenges and how to train teachers working within a co-teaching model in an international school in Bangkok, Thailand. Using the ideology proposed by Stephen Krashen

Second Language Learners face a unique set of challenges when it comes to the learning process. This dissertation study specifically focuses on those challenges and how to train teachers working within a co-teaching model in an international school in Bangkok, Thailand. Using the ideology proposed by Stephen Krashen as a part of his Input Hypothesis Theory and framing the results through the lens of Albert Bandura’s Self-Efficacy Theory, I studied the effects of a professional development model that focused on phonemic awareness, comprehensible input, and a collaborative teaching approach. Using this as my methodological framework, I found that teachers were able to improve their teaching skills and become more confident in their approach when provided with training that gave them specific responsibilities to address within the process of teaching. Through the use of pre-post surveys, interviews, and observations, I was able to examine how resource sharing and collaborative lesson planning allowed teachers to be more confident in their approach to teaching and their abilities to support students that were attending an international school that was a part of one of the most successful and academically rigorous networks of schools in the United States of America. It was through an intentional designation of tasks and a collaborative training approach that teachers were not only able to better understand the needs of their students but also find ways to work with and learn from one another in the training process. Ultimately, I discovered that allowing teachers to share resources and best practices allowed them to build quality and far more engaging lessons for their students.
ContributorsThies, Elizabeth Ellen (Author) / Nelson, Brian (Thesis advisor) / Wolf, Leigh (Committee member) / Leyba, Ashley (Committee member) / Arizona State University (Publisher)
Created2023
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Description
Research suggests there is no significant difference in outcomes for online learners and on-campus learners. Several decades of online learning have also consistently demonstrated online students are less likely to persist than those students attending on campus. The Community of Inquiry (CoI) framework describes social presence, teaching presence, and cognitive

Research suggests there is no significant difference in outcomes for online learners and on-campus learners. Several decades of online learning have also consistently demonstrated online students are less likely to persist than those students attending on campus. The Community of Inquiry (CoI) framework describes social presence, teaching presence, and cognitive presence as components of a quality online learning experience, and research links these three constructs to student retention. Using the lens of the CoI framework, this mixed methods action research study sought to increase social presence and teaching presence in asynchronous online courses at Davenport University using embedded video feedback mechanisms, in support of student persistence and retention. The Community of Inquiry survey instrument was used to quantitatively measure the changes in social presence and teaching presence between courses with and without the video feedback mechanisms. Qualitative research interviews were conducted to probe for meaning and a greater understanding of both student and instructor experiences in the courses. Results of the study indicated small but significant gains in teaching presence, but other quantitative measures showed no changes with the introduction of the videos. Qualitative analysis suggests that students who watched the instructor videos reported higher levels of teaching presence for several subconstructs of teaching presence and social presence. However, the qualitative analysis also suggested that many students did not watch the instructor videos, and thus did not benefit from any increased presence. Student discussion response videos yielded similar results qualitatively, with benefits demonstrated by those students who watched the videos but none by those who abstained.
ContributorsMiller, Brian John-Suydam (Author) / Salik, Steve (Thesis advisor) / Nelson, Brian (Committee member) / Nyambane, Gerald (Committee member) / Arizona State University (Publisher)
Created2022