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Statistics is taught at every level of education, yet teachers often have to assume their students have no knowledge of statistics and start from scratch each time they set out to teach statistics. The motivation for this experimental study comes from interest in exploring educational applications of augmented reality (AR)

Statistics is taught at every level of education, yet teachers often have to assume their students have no knowledge of statistics and start from scratch each time they set out to teach statistics. The motivation for this experimental study comes from interest in exploring educational applications of augmented reality (AR) delivered via mobile technology that could potentially provide rich, contextualized learning for understanding concepts related to statistics education. This study examined the effects of AR experiences for learning basic statistical concepts. Using a 3 x 2 research design, this study compared learning gains of 252 undergraduate and graduate students from a pre- and posttest given before and after interacting with one of three types of augmented reality experiences, a high AR experience (interacting with three dimensional images coupled with movement through a physical space), a low AR experience (interacting with three dimensional images without movement), or no AR experience (two dimensional images without movement). Two levels of collaboration (pairs and no pairs) were also included. Additionally, student perceptions toward collaboration opportunities and engagement were compared across the six treatment conditions. Other demographic information collected included the students' previous statistics experience, as well as their comfort level in using mobile devices. The moderating variables included prior knowledge (high, average, and low) as measured by the student's pretest score. Taking into account prior knowledge, students with low prior knowledge assigned to either high or low AR experience had statistically significant higher learning gains than those assigned to a no AR experience. On the other hand, the results showed no statistical significance between students assigned to work individually versus in pairs. Students assigned to both high and low AR experience perceived a statistically significant higher level of engagement than their no AR counterparts. Students with low prior knowledge benefited the most from the high AR condition in learning gains. Overall, the AR application did well for providing a hands-on experience working with statistical data. Further research on AR and its relationship to spatial cognition, situated learning, high order skill development, performance support, and other classroom applications for learning is still needed.
ContributorsConley, Quincy (Author) / Atkinson, Robert K (Thesis advisor) / Nguyen, Frank (Committee member) / Nelson, Brian C (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Recently, the Interactive-Constructive-Active-Passive (ICAP) framework has been gaining increasing prominence in cognitive and learning sciences. The ICAP theory asserts that students learn more deeply when they are cognitively engaged in generative and collaborative learning. Indeed, prior studies have established the value of the ICAP framework for predicting student learning. However,

Recently, the Interactive-Constructive-Active-Passive (ICAP) framework has been gaining increasing prominence in cognitive and learning sciences. The ICAP theory asserts that students learn more deeply when they are cognitively engaged in generative and collaborative learning. Indeed, prior studies have established the value of the ICAP framework for predicting student learning. However, the framework has yet to become widely used by practitioners, possibly due to the lack of accessible resources for applying the framework instruction design. This study sought to fill that gap by implementing and validating the ICAP instructional rubric instrument to rate the design of college chemistry courses at a large public university in the southwest and exploring its relationships with several metrics of student performance via multiple regression analysis: a) level of participation; b) final exam grades; c) course grades; d) course retention; and e) course attrition. This study analyzed data from the university’s learning management system and included student-level controls such as markers of prior academic performance (i.e., GPA and SAT scores) as well as student demographics. The findings of this study suggest that the ICAP framework may be a useful tool for instructors to improve course design. In addition, the ICAP framework’s predictive claims on student deeper learning were further validated by the results of this study.
ContributorsHa, Jesse (Author) / Nelson, Brian C (Thesis advisor) / Chi, Michelene T. H. (Committee member) / Pivovarova, Margarita (Committee member) / Arizona State University (Publisher)
Created2022
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Description
Currently, educational games are designed with the educational content as the primary factor driving the design of the game. While this may seem to be the optimal approach, this design paradigm causes multiple issues. For one, the games themselves are often not engaging as game design principles were put aside

Currently, educational games are designed with the educational content as the primary factor driving the design of the game. While this may seem to be the optimal approach, this design paradigm causes multiple issues. For one, the games themselves are often not engaging as game design principles were put aside in favor of increasing the educational value of the game. The other issue is that the code base of the game is mostly or completely unusable for any other games as the game mechanics are too strongly connected to the educational content being taught. This means that the mechanics are impossible to reuse in future projects without major revisions, and starting over is often more time and cost efficient.

This thesis presents the Content Agnostic Game Engineering (CAGE) model for designing educational games. CAGE is a way to separate the educational content from the game mechanics without compromising the educational value of the game. This is done by designing mechanics that can have multiple educational contents layered on top of them which can be switched out at any time. CAGE allows games to be designed with a game design first approach which allows them to maintain higher engagement levels. In addition, since the mechanics are not tied to the educational content several different educational topics can reuse the same set of mechanics without requiring major revisions to the existing code.

Results show that CAGE greatly reduces the amount of code needed to make additional versions of educational games, and speeds up the development process. The CAGE model is also shown to not induce high levels of cognitive load, allowing for more in depth topic work than was attempted in this thesis. However, engagement was low and switching the active content does interrupt the game flow considerably. Altering the difficulty of the game in real time in response to the affective state of the player was not shown to increase engagement. Potential causes of the issues with CAGE games and potential fixes are discussed.
ContributorsBaron, Tyler John (Author) / Amresh, Ashish (Thesis advisor) / Nelson, Brian C (Committee member) / Niemczyk, Mary (Committee member) / Arizona State University (Publisher)
Created2017
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Description
The growth of electronic sports (esports) is undeniable. One dimension of esports’ growth can be seen in its adoption as an extracurricular club activity across an increasing number of high schools in the United States. Researchers and educators in literacy have increasingly recognized and emphasized the study of students’ everyday

The growth of electronic sports (esports) is undeniable. One dimension of esports’ growth can be seen in its adoption as an extracurricular club activity across an increasing number of high schools in the United States. Researchers and educators in literacy have increasingly recognized and emphasized the study of students’ everyday lives and interests, calling for responsiveness to the ways students actually experience literacies versus how they are traditionally taught. In this respect, the popularity of esports in high schools positions it as an activity in the everyday lives of an increasing number of students. As such, this dissertation project explored the topic of esports in high schools through a lens of multiliteracies and digital-age literacies. This work addresses an important knowledge gap because students are converging to reveal an ecosystem where they are drawing from and building on their everyday literacies in non-trivial ways. And although there is a growing body of multidisciplinary scholarly work on esports, relatively little work has explored esports in high schools. Therefore, I asked the overarching question: How are digital-age multiliteracies taking place in high school esports contexts? Specifically, I focused on the digital-age literacy practices, demands, and perspectives in high school esports. Guided by research questions on these three topics, I carried out a study of two high school esports clubs for 22 weeks. This study was guided by qualitative, interpretive, naturalistic, ethnographic, and case study research designs. My findings describe six assertions: (1) literacy practices were used to engage with each other in communal and competitive ways; (2) the social functions of esports’ literacy practices take precedence over scholastic goals; (3) literacy demands of esports emphasize unambiguous and timely multimodal communication for managing teams and scheduling events; (4) literacy demands of high school esports focus on multidimensional fluencies between what is on and what is around the screens; (5) participants characterize the engagement with esports as positively contributing to “belonging”, of a “safe space”, and of opportunities for “critical thinking”; and (6) participants characterize their engagement with high school esports as positively contributing to future occupational or educational preparedness and health.
ContributorsPerez Cortes, Luis (Author) / Nelson, Brian C (Thesis advisor) / Gee, Elisabeth R (Committee member) / Anderson, Kate T (Committee member) / Arizona State University (Publisher)
Created2021