Matching Items (34)
Filtering by

Clear all filters

152322-Thumbnail Image.png
Description
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
152593-Thumbnail Image.png
Description
Mobile apps have improved human lifestyle in various aspects ranging from instant messaging to tele-health. In the current app development paradigm, apps are being developed individually and agnostic of each other. The goal of this thesis is to allow a new world where multiple apps communicate with each other to

Mobile apps have improved human lifestyle in various aspects ranging from instant messaging to tele-health. In the current app development paradigm, apps are being developed individually and agnostic of each other. The goal of this thesis is to allow a new world where multiple apps communicate with each other to achieve synergistic benefits. To enable integration between apps, manual communication between developers is needed, which can be problematic on many levels. In order to promote app integration, a systematic approach towards data sharing between multiple apps is essential. However, current approaches to app integration require large code modifications to reap the benefits of shared data such as requiring developers to provide APIs or use large, invasive middlewares. In this thesis, a data sharing framework was developed providing a non-invasive interface between mobile apps for data sharing and integration. A separate app acts as a registry to allow apps to register database tables to be shared and query this information. Two health monitoring apps were developed to evaluate the sharing framework and different methods of data integration between apps to promote synergistic feedback. The health monitoring apps have shown non-invasive solutions can provide data sharing functionality without large code modifications and manual communication between developers.
ContributorsMilazzo, Joseph (Author) / Gupta, Sandeep K.S. (Thesis advisor) / Varsamopoulos, Georgios (Committee member) / Nelson, Brian (Committee member) / Arizona State University (Publisher)
Created2014
153305-Thumbnail Image.png
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
153127-Thumbnail Image.png
Description
Many web search improvements have been developed since the advent of the modern search engine, but one underrepresented area is the application of specific customizations to search results for educational web sites. In order to address this issue and improve the relevance of search results in automated learning environments, this

Many web search improvements have been developed since the advent of the modern search engine, but one underrepresented area is the application of specific customizations to search results for educational web sites. In order to address this issue and improve the relevance of search results in automated learning environments, this work has integrated context-aware search principles with applications of preference based re-ranking and query modifications. This research investigates several aspects of context-aware search principles, specifically context-sensitive and preference based re-ranking of results which take user inputs as to their preferred content, and combines this with search query modifications which automatically search for a variety of modified terms based on the given search query, integrating these results into the overall re-ranking for the context. The result of this work is a novel web search algorithm which could be applied to any online learning environment attempting to collect relevant resources for learning about a given topic. The algorithm has been evaluated through user studies comparing traditional search results to the context-aware results returned through the algorithm for a given topic. These studies explore how this integration of methods could provide improved relevance in the search results returned when compared against other modern search engines.
ContributorsVan Egmond, Eric (Author) / Burleson, Winslow (Thesis advisor) / Syrotiuk, Violet (Thesis advisor) / Nelson, Brian (Committee member) / Arizona State University (Publisher)
Created2014
153265-Thumbnail Image.png
Description
Corporations invest considerable resources to create, preserve and analyze

their data; yet while organizations are interested in protecting against

unauthorized data transfer, there lacks a comprehensive metric to discriminate

what data are at risk of leaking.

This thesis motivates the need for a quantitative leakage risk metric, and

provides a risk assessment system,

Corporations invest considerable resources to create, preserve and analyze

their data; yet while organizations are interested in protecting against

unauthorized data transfer, there lacks a comprehensive metric to discriminate

what data are at risk of leaking.

This thesis motivates the need for a quantitative leakage risk metric, and

provides a risk assessment system, called Whispers, for computing it. Using

unsupervised machine learning techniques, Whispers uncovers themes in an

organization's document corpus, including previously unknown or unclassified

data. Then, by correlating the document with its authors, Whispers can

identify which data are easier to contain, and conversely which are at risk.

Using the Enron email database, Whispers constructs a social network segmented

by topic themes. This graph uncovers communication channels within the

organization. Using this social network, Whispers determines the risk of each

topic by measuring the rate at which simulated leaks are not detected. For the

Enron set, Whispers identified 18 separate topic themes between January 1999

and December 2000. The highest risk data emanated from the legal department

with a leakage risk as high as 60%.
ContributorsWright, Jeremy (Author) / Syrotiuk, Violet (Thesis advisor) / Davulcu, Hasan (Committee member) / Yau, Stephen (Committee member) / Arizona State University (Publisher)
Created2014
150382-Thumbnail Image.png
Description
This thesis proposed a novel approach to establish the trust model in a social network scenario based on users' emails. Email is one of the most important social connections nowadays. By analyzing email exchange activities among users, a social network trust model can be established to judge the trust rate

This thesis proposed a novel approach to establish the trust model in a social network scenario based on users' emails. Email is one of the most important social connections nowadays. By analyzing email exchange activities among users, a social network trust model can be established to judge the trust rate between each two users. The whole trust checking process is divided into two steps: local checking and remote checking. Local checking directly contacts the email server to calculate the trust rate based on user's own email communication history. Remote checking is a distributed computing process to get help from user's social network friends and built the trust rate together. The email-based trust model is built upon a cloud computing framework called MobiCloud. Inside MobiCloud, each user occupies a virtual machine which can directly communicate with others. Based on this feature, the distributed trust model is implemented as a combination of local analysis and remote analysis in the cloud. Experiment results show that the trust evaluation model can give accurate trust rate even in a small scale social network which does not have lots of social connections. With this trust model, the security in both social network services and email communication could be improved.
ContributorsZhong, Yunji (Author) / Huang, Dijiang (Thesis advisor) / Dasgupta, Partha (Committee member) / Syrotiuk, Violet (Committee member) / Arizona State University (Publisher)
Created2011
150808-Thumbnail Image.png
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
154160-Thumbnail Image.png
Description
Exhaustive testing is generally infeasible except in the smallest of systems. Research

has shown that testing the interactions among fewer (up to 6) components is generally

sufficient while retaining the capability to detect up to 99% of defects. This leads to a

substantial decrease in the number of tests. Covering arrays are combinatorial

Exhaustive testing is generally infeasible except in the smallest of systems. Research

has shown that testing the interactions among fewer (up to 6) components is generally

sufficient while retaining the capability to detect up to 99% of defects. This leads to a

substantial decrease in the number of tests. Covering arrays are combinatorial objects

that guarantee that every interaction is tested at least once.

In the absence of direct constructions, forming small covering arrays is generally

an expensive computational task. Algorithms to generate covering arrays have been

extensively studied yet no single algorithm provides the smallest solution. More

recently research has been directed towards a new technique called post-optimization.

These algorithms take an existing covering array and attempt to reduce its size.

This thesis presents a new idea for post-optimization by representing covering

arrays as graphs. Some properties of these graphs are established and the results are

contrasted with existing post-optimization algorithms. The idea is then generalized to

close variants of covering arrays with surprising results which in some cases reduce

the size by 30%. Applications of the method to generation and test prioritization are

studied and some interesting results are reported.
ContributorsKaria, Rushang Vinod (Author) / Colbourn, Charles J (Thesis advisor) / Syrotiuk, Violet (Committee member) / Richa, Andréa W. (Committee member) / Arizona State University (Publisher)
Created2015
156227-Thumbnail Image.png
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
156392-Thumbnail Image.png
Description
Medium access control (MAC) is a fundamental problem in wireless networks.

In ad-hoc wireless networks especially, many of the performance and scaling issues

these networks face can be attributed to their use of the core IEEE 802.11 MAC

protocol: distributed coordination function (DCF). Smoothed Airtime Linear Tuning

(SALT) is a new contention window tuning

Medium access control (MAC) is a fundamental problem in wireless networks.

In ad-hoc wireless networks especially, many of the performance and scaling issues

these networks face can be attributed to their use of the core IEEE 802.11 MAC

protocol: distributed coordination function (DCF). Smoothed Airtime Linear Tuning

(SALT) is a new contention window tuning algorithm proposed to address some of the

deficiencies of DCF in 802.11 ad-hoc networks. SALT works alongside a new user level

and optimized implementation of REACT, a distributed resource allocation protocol,

to ensure that each node secures the amount of airtime allocated to it by REACT.

The algorithm accomplishes that by tuning the contention window size parameter

that is part of the 802.11 backoff process. SALT converges more tightly on airtime

allocations than a contention window tuning algorithm from previous work and this

increases fairness in transmission opportunities and reduces jitter more than either

802.11 DCF or the other tuning algorithm. REACT and SALT were also extended

to the multi-hop flow scenario with the introduction of a new airtime reservation

algorithm. With a reservation in place multi-hop TCP throughput actually increased

when running SALT and REACT as compared to 802.11 DCF, and the combination of

protocols still managed to maintain its fairness and jitter advantages. All experiments

were performed on a wireless testbed, not in simulation.
ContributorsMellott, Matthew (Author) / Syrotiuk, Violet (Thesis advisor) / Colbourn, Charles (Committee member) / Tinnirello, Ilenia (Committee member) / Arizona State University (Publisher)
Created2018