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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
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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
Mary Lou Fulton Teachers College at Arizona State University recently adopted a "technology infusion" approach to prepare teacher candidates (TC) to integrate technology into their instruction and meet the International Society for Technology in Education Standards for Teachers (ISTE Standards*T) by infusing technology integration approaches into methods courses. At the

Mary Lou Fulton Teachers College at Arizona State University recently adopted a "technology infusion" approach to prepare teacher candidates (TC) to integrate technology into their instruction and meet the International Society for Technology in Education Standards for Teachers (ISTE Standards*T) by infusing technology integration approaches into methods courses. At the onset of the technology infusion approach, one important ISTE Standard-T was neglected in the curriculum--that is, digital citizenship (DC), i.e., the responsible, legal, and ethical use of technology. To address this problem of practice, a suite of teaching materials and support services was created, the Technology Infusion Support System (TISS), to help instructors effectively teach DC. The suite consisted of four online modules on essential DC topics including copyright/fair use, digital footprint/social media, acceptable use policies, and responsible student behavior. The support component consisted of ongoing just-in-time support from a technology integration specialist, an instructor's guide, and a resource folder.

This mixed methods action research study was conducted to examine: DC instruction by those who used the TISS and the influence of DC instruction on TC's intention to promote and model DC in their future classrooms. With respect to the second objective, the Theory of Planned Behavior (TPB) guided study efforts.

Participants included teacher education faculty members who taught DC in technology-infused methods courses, their students, and the technology infusion specialists who provided ongoing support to instructors throughout the duration of the study. Data gathered included survey data, observations, focus group interviews, instructor interviews, and researcher journal entries. Results suggested the TISS was a useful intervention in a college using a technology infusion approach. Course instructors provided consistent instruction on a topic outside of their area of expertise. Further, there was a significant increase in the students' intention to promote and model DC in their future classrooms. The discussion focuses on explaining: the effectiveness of DC instruction; how instruction in DC changes students' intentions to promote and model DC; and the usefulness of the TPB model in understanding how attitudes toward DC, and perceived behavioral control, i.e., efficacy, influence intention to promote and model DC.
ContributorsLindsey, LeeAnn (Author) / Buss, Ray R (Thesis advisor) / Zucker, Stanley (Committee member) / Fritschi, Jennifer (Committee member) / Arizona State University (Publisher)
Created2015
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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
A core reform area of President Obama’s Race to the Top (RTT) framework, the Statewide Longitudinal Data Systems (SLDS) program, offered funding to states for the development of their own data systems. As a result, Arizona received funding to build a longitudinal student data system. However the targeted audience—teachers—needed training

A core reform area of President Obama’s Race to the Top (RTT) framework, the Statewide Longitudinal Data Systems (SLDS) program, offered funding to states for the development of their own data systems. As a result, Arizona received funding to build a longitudinal student data system. However the targeted audience—teachers—needed training to move from a state of ‘data rich but information poor’ to one of developing actionable knowledge.

In this mixed methods action research study, six teachers from three schools participated in job-embedded data-informed decision making (DIDM) and root cause analysis (RCA) professional development to improve their abilities to employ DIDM and RCA strategies to determine root causes for student achievement gaps. This study was based on the theories of situated learning, specifically the concept of communities of practice (CoP), change theory, and the Concerns-Based Adoption Model (CBAM). Because teachers comprise most of the workforce in a district, it is important to encourage them to shift from working in isolation to effectively implement and sustain changes in practice. To address this concern, an online wiki provided an avenue for participants to interact, reflect, and share experiences across schools as they engaged in the application of new learning.

The results from this ten-week study indicated an increase in participant readiness levels to: (a) use and manage data sources, (b) apply strategies, and (c) collaborate with others to solve problems of practice. Results also showed that participants engaged in collaborative conversation using the online wiki when they wanted to share concerns or gain further information to make decisions. The online collaboration results indicated higher levels of online discussion occurred when participants were attempting to solve a problem of practice during the learning process.

Overall, participants (a) used collaborative strategies to seek, create, and/or utilize multiple sources of data, not just student learning data, (b) worked through implementation challenges when making changes in practice, and (c) sought further types of data collection to inform their decisions about root causes. Implications from this study warrant further investigation into the use of an online CoP as an avenue for increasing teacher collaboration across schools.
ContributorsWann, Patti Ann (Author) / Marley, Scott C. (Thesis advisor) / Buss, Ray R (Committee member) / Ewbank, Ann D (Committee member) / Arizona State University (Publisher)
Created2016
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Description
The United States is facing an unprecedented teacher shortage. With many studies estimating that 17-33% of teachers leave the profession within their first five years of starting a career, something needs to change to keep new teachers in the classroom. This study evaluates the effectiveness of peer observation as a

The United States is facing an unprecedented teacher shortage. With many studies estimating that 17-33% of teachers leave the profession within their first five years of starting a career, something needs to change to keep new teachers in the classroom. This study evaluates the effectiveness of peer observation as a learning tool to supplement the training of preservice teachers on an elementary campus. Observational learning theory and adult learning theory created the lens through which peer observations were implemented and evaluated in this study. Specifically, this study aimed to answer the following research questions: (a) How do conversations about teaching practices evolve over time between the preservice teacher participant and the researcher within the context of discussions following peer observations? and (b) How do peer observations influence the teaching practices of preservice teachers?

This study found that the preservice teachers who participated in the peer observation intervention improved in their teaching practices over the course of the semester, valued the experience of peer observation visits, and increased their ability to talk about teaching and learning in more sophisticated and complex terms.
ContributorsSchenk, Matthew D (Author) / Bertrand, Melanie (Thesis advisor) / Buss, Ray R (Committee member) / Hacker, Stacie C (Committee member) / Arizona State University (Publisher)
Created2016
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Description
Data and the use of data to make educational decisions have attained new-found prominence in K-12 education following the inception of high-stakes testing and subsequent linking of teacher evaluations and teacher-performance pay to students' outcomes on standardized assessments. Although the research literature suggested students' academic performance benefits were derived from

Data and the use of data to make educational decisions have attained new-found prominence in K-12 education following the inception of high-stakes testing and subsequent linking of teacher evaluations and teacher-performance pay to students' outcomes on standardized assessments. Although the research literature suggested students' academic performance benefits were derived from employing data-informed decision making (DIDM), many educators have not felt efficacious about implementing and using DIDM practices. Additionally, the literature suggested a five-factor model of teachers' efficacy and anxiety with respect to using DIDM practices: (a) identification of relevant information, (b) interpretation of relevant information, (c) application of interpretations of data to their classroom practices, (d) requisite technological skills, and (e) comfort with data and statistics.

This action research study was designed to augment a program of support focused on DIDM, which was being offered at a K-8 charter school in Arizona. It sought to better understand the relation between participation in professional development (PD) modules and teachers' self-efficacy for using DIDM practices. It provided an online PD component, in which 19 kindergarten through 8th-grade teachers worked through three self-guided online learning modules, focused sequentially on (a) identification of relevant student data, (b) interpretation of relevant student data, and (c) application of interpretations of data to classroom practices. Each module concluded with an in-person reflection session, in which teachers shared artifacts they developed based on the modules, discussed challenges, shared solutions, and considered applications to their classrooms.

Results of quantitative data from pre- and post-intervention assessments, suggested the intervention positively influenced participants' self-efficacy for (a) identifying and (b) interpreting relevant student data. Qualitative results from eight semi-structured interviews conducted at the conclusion of the intervention indicated that teachers, regardless of previous experience using data, viewed DIDM favorably and were more able to find and draw conclusions from their data than they were prior to the intervention. The quantitative and qualitative data exhibited complementarity pointing to the same conclusions. The discussion focused on explaining how the intervention influenced participants' self-efficacy for using DIDM practices, anxiety around using DIDM practices, and use of DIDM practices.
ContributorsNelson, Andrew (Author) / Buss, Ray R (Thesis advisor) / Preach, Deborah (Committee member) / Buchanan, James (Committee member) / Mertler, Craig A. (Committee member) / Arizona State University (Publisher)
Created2017
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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
In any instructional situation, the instructor's goal is to maximize the learning attained by students. Drawing on the adage, 'we learn best what we have taught,' this action research project was conducted to examine whether students, in fact, learned college algebra material better if they taught it to their peers.

In any instructional situation, the instructor's goal is to maximize the learning attained by students. Drawing on the adage, 'we learn best what we have taught,' this action research project was conducted to examine whether students, in fact, learned college algebra material better if they taught it to their peers. The teaching-to-learn process was conducted in the following way. The instructor-researcher met with individual students and taught a college algebra topic to a student who served as the leader of a group of four students. At the next step, the student who originally learned the material from the instructor met with three other students in a small group session and taught the material to them to prepare an in-class presentation. Students in these small group sessions discussed how best to present the material, anticipated questions, and prepared a presentation to be shared with their classmates. The small group then taught the material to classmates during an in-class review session prior to unit examinations. Quantitative and qualitative data were gathered. Quantitative data consisted of pre- and post-test scores on four college algebra unit examinations. In addition, scores from Likert-scale items on an end-of-semester questionnaire that assessed the effectiveness of the teaching-to-learn process and attitudes toward the process were obtained. Qualitative data consisted of field notes from observations of selected small group sessions and in-class presentations. Additional qualitative data included responses to open-ended questions on the end-of-semester questionnaire and responses to interview items posed to groups of students. Results showed the quantitative data did not support the hypothesis that material, which was taught, was better learned than other material. Nevertheless, qualitative data indicated students were engaged in the material, had a deeper understanding of the material, and were more confident about it as a result of their participation in the teaching-to-learn process. Students also viewed the teaching-to-learn process as being effective and they had positive attitudes toward the teaching-to-learn process. Discussion focused on how engagement, deeper understanding and confidence interacted with one another to increase student learning. Lessons learned, implications for practice, and implications for further action research were also discussed.
ContributorsNicoloff, Stephen J (Author) / Buss, Ray R (Thesis advisor) / Zambo, Ronald (Committee member) / Shaw, Phyllis J (Committee member) / Arizona State University (Publisher)
Created2011