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A great deal of contemporary research argues that humans learn from experience. This research, however, rarely explicates what constitutes an experience for humans, let alone experiences that lead to deep learning for human flourishing. Experience is constituted of inner and out sensations processed in certain ways. Thus, a biologically realistic

A great deal of contemporary research argues that humans learn from experience. This research, however, rarely explicates what constitutes an experience for humans, let alone experiences that lead to deep learning for human flourishing. Experience is constituted of inner and out sensations processed in certain ways. Thus, a biologically realistic theory of learning must be based on a theory of sensation and how sense making derives from sensation. This dissertation seeks such a theory in the emerging literature on what kinds of creatures humans are and what this implies about how they learn and flourish. This literature ranges across several different disciplines, including neuroscience, evolutionary biology, and work on how affect guides cognition and action. Humans are as able to learn from experiences they have had in media as they are from experiences they have had in the real world. In either case, however, humans do not learn deeply from random experiences. They learn best from experiences that have been designed to recruit affect, help them manage their attention, and give them ways to assess the success of actions they take toward goals. Thus, teaching in the sense of experience design—a task for teachers in schools, as well as media designers and artists of all different sorts—is fundamental to human learning and flourishing. The dissertation defines flourishing in terms of the state of a human being’s allostatic load, a variable which can be measured. Since I am interested how experience designers design sensation to create sense making and sense making that can enhance human flourishing, I am interest in experience design in the arts, a domain that has traditionally been seen as an important source of insight built on sensation. I use examples from traditional and contemporary art in the dissertation. The last chapter is an extended study of the anime Attack on Titan I show how the design of Attack on Titan uses sensation to engender deep contemplation and discussion of complex political, historical, and philosophical issues. The way it achieves this goal has important implications for teaching and learning in and out of school.
ContributorsZhang, Qing (Author) / Gee, James P (Thesis advisor) / Gee, Elisabeth R (Thesis advisor) / Glenberg, Arthur M (Committee member) / Arizona State University (Publisher)
Created2022
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Description
The purpose of the Preschool Intervention for Embodied Storytelling (PIES) study was to evaluate the efficacy of a drama-based story time intervention on at-risk preschool students’ emotion knowledge, story retell and story comprehension skills. Six classrooms with 44 students were randomly assigned into drama-based intervention and dialogic reading control groups.

The purpose of the Preschool Intervention for Embodied Storytelling (PIES) study was to evaluate the efficacy of a drama-based story time intervention on at-risk preschool students’ emotion knowledge, story retell and story comprehension skills. Six classrooms with 44 students were randomly assigned into drama-based intervention and dialogic reading control groups. After four weeks of intervention sessions twice per week, students’ emotion knowledge and story retell skills were assessed with distal measures. During the program, students’ comprehension of the stories was evaluated weekly. Participants did not show significant main effects on any measures, however investigation of simple effects revealed differences in gains over time for intervention students in their story retell skills. Despite lack of significance, effect sizes for story retell were promising. Mean differences in story comprehension skills were consistently in favor of the intervention group for the duration of the program. Teacher participants showed an increase in their positive perceptions of drama-based instruction, but their own use of these strategies at story time was variable before and after observing the PIES program. Drama based instruction through PIES may be a favorable intervention strategy for preschool students as they develop narrative skills that are a prerequisite for future reading comprehension success.
ContributorsPierce, Melissa (Author) / Restrepo, Maria Adelaida (Thesis advisor) / Glenberg, Arthur (Committee member) / Marley, Scott (Committee member) / Arizona State University (Publisher)
Created2022
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Description
This study examines how critical pedagogical practices of testimonies and contradiction and resistance coupled with agentive techniques engaged youth in holistic identity development in a sustainable education context. Using a three-phase design, I analyzed the structure of the Urban Energy Engineering (UEE) citizen science program that engages youth in community-centered

This study examines how critical pedagogical practices of testimonies and contradiction and resistance coupled with agentive techniques engaged youth in holistic identity development in a sustainable education context. Using a three-phase design, I analyzed the structure of the Urban Energy Engineering (UEE) citizen science program that engages youth in community-centered energy engineering. The design sought to answer the overarching question: How does critical pedagogy in which students build on their cultural and community knowledge to co-construct knowledge about sustainability while engaging in community-centered projects that promote agency impact their holistic identity development? Using a for intervention model, I used archived data for the summer iteration to develop two analyses to examine how the program engages youth in identity development, agency, and positionality in their community. These analyses influenced my design innovation and implementation with the UEE youth during the spring semester. Findings of my design innovation are organized into three sections (a) coupling of practice towards holistic identity, (b) understanding the relationship between identity and community, and lastly, (c) understanding the relationship between identity and sustainability correlating with my research questions. Lastly, I discuss the design principle necessary to engage youth in holistic identity development (a) Facilitators should provide their own experience and (b) Frame the levels of the individual to the community in agentive practice and critical pedagogical practices.
ContributorsHoward, Isis (Author) / Jordan, Michelle (Thesis advisor) / Adams-Wiggins, Karlyn (Committee member) / Weinberg, Andrea (Committee member) / Zuiker, Steven (Committee member) / Arizona State University (Publisher)
Created2022
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Description
Among researchers, educators, and other stakeholders in literacy education, there has been a growing emphasis on developing literacy pedagogies that are more responsive to the ways young people experience literacy in their everyday lives, which often make use of digital media and other technologies for exchanging meaning. This dissertation project

Among researchers, educators, and other stakeholders in literacy education, there has been a growing emphasis on developing literacy pedagogies that are more responsive to the ways young people experience literacy in their everyday lives, which often make use of digital media and other technologies for exchanging meaning. This dissertation project sought to explore the nature of these digital-age literacies in the context of children learning through and about new technologies. Conducting a year-long, multimethod observational study of an out-of-school library-based program designed to engage students in self-directed learning around the domain of computer programming, this project was framed around an analysis of digital-age literacies in design, discourse, and practice. To address each of these areas, the project developed a methodology grounded in interpretive, naturalistic, and participant-observation methodologies in collaboration with a local library Code Club in a metropolitan area of the Southwestern U.S between September 2016 and December 2017. Participants in the project included a total of 47 students aged 8-14, 3 librarians, and 3 parents. Data sources for the project included (1) artifactual data, such as the designed interfaces of the online platforms students regularly engaged with, (2) observational data such as protocol-based field notes taken during and after each Code Club meeting, and (3) interview data, collected during qualitative interviews with students, parents, and library facilitators outside the program. These data sources were analyzed through a multi-method interpretive framework, including the multimodal analysis of digital artifacts, qualitative coding, and discourse analysis. The findings of the project illustrate the multidimensional nature of digital-age literacy experiences as they are rendered “on the screen” at the content level, “behind the screen” at the procedural level, and “beyond the screen” at the contextual level. The project contributes to the literature on literacy education by taking an multi-method, interdisciplinary approach to expand analytical perspectives on digital media and literacy in a digital age, while also providing an empirical account of this approach in a community-embedded context of implementation.
ContributorsAguilera, Earl (Author) / Gee, Elisabeth R (Thesis advisor) / Gee, James P (Committee member) / Serafini, Frank (Committee member) / Arizona State University (Publisher)
Created2018
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Description
In this study, the current literature regarding student engagement and student voice were reviewed to explore the connection between these two classroom elements. Currently, frequently incorporating student voice in order to increase student engagement most commonly takes place at the high school and university levels. Thus, utilizing Finn’s

In this study, the current literature regarding student engagement and student voice were reviewed to explore the connection between these two classroom elements. Currently, frequently incorporating student voice in order to increase student engagement most commonly takes place at the high school and university levels. Thus, utilizing Finn’s (1989) participation-identification theory, this study set out to implement a practical design intervention in an elementary classroom to increase student engagement through the incorporation of student voice. Using Design-Based Research, I implemented a collaborative reflection process which allowed students, teacher/researcher, and co-educators to provide feedback on classroom task and participant structures. The feedback was then considered for further iterations of the task and participant structures. This was a pilot study of the collaborative reflection process and was implemented in a fourth-grade math classroom with 26 participants. Along with participating in the collaborative reflection process, the student participants also took a 26 question Learner Empowerment Measure to survey their feelings of identity with the classroom before and after the design intervention. After analyzing audio data gathered during the classroom tasks, as well as student feedback, it was found that student participation did increase due to the design intervention. However, there was no measurable difference in students’ feelings of identity with the classroom due to the collaborative reflection process. Future studies should consider implementing the collaborative reflection process in multiple classrooms across diverse activities during the school year.
ContributorsSanders, Elizabeth (Author) / Zuiker, Steven (Thesis advisor) / Jordan, Michelle (Committee member) / Henderson, J. Bryan (Committee member) / Arizona State University (Publisher)
Created2019
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Description
Writing is an intricate cognitive and social process that involves the production of texts for the purpose of conveying meaning to others. The importance of lower level cognitive skills and language knowledge during this text production process has been well documented in the literature. However, the role of higher level

Writing is an intricate cognitive and social process that involves the production of texts for the purpose of conveying meaning to others. The importance of lower level cognitive skills and language knowledge during this text production process has been well documented in the literature. However, the role of higher level skills (e.g., metacognition, strategy use, etc.) has been less strongly emphasized. This thesis proposal examines higher level cognitive skills in the context of persuasive essay writing. Specifically, two published manuscripts are presented, which both examine the role of higher level skills in the context of writing. The first manuscript investigates the role of metacognition in the writing process by examining the accuracy and characteristics of students' self-assessments of their essays. The second manuscript takes an individual differences approach and examines whether the higher level cognitive skills commonly associated with reading comprehension are also related to performance on writing tasks. Taken together, these manuscripts point towards a strong role of higher level skills in the writing process and provide a strong foundation on which to develop future research and educational interventions.
ContributorsAllen, Laura K (Author) / McNamara, Danielle S. (Thesis advisor) / Connor, Carol (Committee member) / Glenberg, Arthur (Committee member) / Arizona State University (Publisher)
Created2014
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Description
ABSTRACT

It is critical for students to be provided with opportunities to learn in settings that foster their academic growth. It is equally important that schools endeavor to be a place where students’ social and emotional needs are met as well. However, due to lack of funding, over-testing, inappropriate evaluation measures,

ABSTRACT

It is critical for students to be provided with opportunities to learn in settings that foster their academic growth. It is equally important that schools endeavor to be a place where students’ social and emotional needs are met as well. However, due to lack of funding, over-testing, inappropriate evaluation measures, and other persistent policy pressures, our public schools have often resorted to a focus on raising standardized test scores through direct instruction with an increasingly narrowed curriculum. As a result, schools have often become places in which students, rather than being seen as valued future members of a productive society, are part of the bleak statistics that shine a spotlight on how our schools have failed to motivate and connect with the students of today. Consequently, many educators have come to believe they are not influential enough to make a significant difference, and have resigned themselves to accepting their current situation. The problem with this thinking is that it minimizes the purpose of the job we promised to do – to educate.

The innovation I implemented and describe in my dissertation can be characterized with one word – dialogue. Dialogue that occurs for the purpose of understanding and learning more about that which we do not know. In this innovation, I endeavored to demonstrate how social learning by way of dialogic discussion could not only support students’ academic growth, but their social and emotional growth as well. Results from the data collected and analyzed in this study suggest social learning had a highly positive impact both on how students learned and how they viewed themselves as learners.

Education is one of the cornerstones of our country. Educational opportunities that help meet the academic and social-emotional needs of students should not be seen as a privilege but rather as a fundamental right for all students. Equally, the right to express one’s thoughts, opinions and ideas is a foundational element in our democratic society. Failing to connect with our students and teach them how to exercise these rights in our classrooms is to fail ourselves as educators.
ContributorsOhanian, Jennifer Lyn (Author) / Hermanns, Carl (Thesis advisor) / Jordan, Michelle (Committee member) / Durden, Felicia (Committee member) / Arizona State University (Publisher)
Created2018
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Description
This dissertation shares the results of a study of the community of the mobile augmented reality game Pokémon Go. It also serves to build on and expand the framework of Distributed Teaching and Learning (DTALS), which here is used as a framework through which to explore the game’s community (Gee

This dissertation shares the results of a study of the community of the mobile augmented reality game Pokémon Go. It also serves to build on and expand the framework of Distributed Teaching and Learning (DTALS), which here is used as a framework through which to explore the game’s community (Gee & Gee, 2016; Holmes, Tran, & Gee, 2017).  DTALS serves to expand on other models which examine learning in out-of-school contexts, and in particular on the connections between classroom and out-of-school learning, which numerous scholars argue is of critical importance (Sefton-Green, 2004; Vadeboncoeur, Kady-Rachid, & Moghtader, 2014). This framework serves to build bridges as well as fill gaps in some key literature on learning in out-of-school contexts, including connected learning (Ito et al., 2009), participatory culture (Jenkins, Purushotma, Weigel, Clinton, & Robison, 2009), learning ecologies (Barron, 2006), and affinity spaces (Gee, 2004; Gee & Hayes, 2012). The model also focuses on teaching in addition to learning in and across informal contexts.

While DTALS can be used to examine any number of phenomena, this dissertation focuses on the community around Pokémon Go. The game, with its emphasis on geography and community, presents unique opportunities for research. This research draws on existing video game research which focuses on not only games but their communities, and in particular the learning and literacy activities which occur in these communities (Gee & Hayes, 2012; Hayes & Duncan, 2012; Squire, 2006; Steinkuehler, 2006).

The results here are presented as three separate manuscripts. Chapter Two takes a broad view of a local community of players, and discusses different player types and how they teach and learn around the game. Chapter Three focuses on families who play the game together, and in particular three focal parents who share their perceptions of the game's merits, especially its potential to promote family bonding and learning. Chapter Four discusses teaching, in particular guides written about the game and the ways in which they are situated in particular Discourses (Gee, 2014). Finally, Chapter Five offers implications from these three chapters, including implications for designers and researchers as well as calls for future research.
ContributorsTran, Kelly Michaela (Author) / Gee, Elisabeth R (Thesis advisor) / Gee, James P (Committee member) / Serafini, Frank (Committee member) / Arizona State University (Publisher)
Created2018
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Description
A commonly held belief among educators, researchers, and students is that high-quality texts are easier to read than low-quality texts, as they contain more engaging narrative and story-like elements. Interestingly, these assumptions have typically failed to be supported by the writing literature. Research suggests that higher quality writing is typically

A commonly held belief among educators, researchers, and students is that high-quality texts are easier to read than low-quality texts, as they contain more engaging narrative and story-like elements. Interestingly, these assumptions have typically failed to be supported by the writing literature. Research suggests that higher quality writing is typically associated with decreased levels of text narrativity and readability. Although narrative elements may sometimes be associated with high-quality writing, the majority of research suggests that higher quality writing is associated with decreased levels of text narrativity, and measures of readability in general. One potential explanation for this conflicting evidence lies in the situational influence of text elements on writing quality. In other words, it is possible that the frequency of specific linguistic or rhetorical text elements alone is not consistently indicative of essay quality. Rather, these effects may be largely driven by individual differences in students' ability to leverage the benefits of these elements in appropriate contexts. This dissertation presents the hypothesis that writing proficiency is associated with an individual's flexible use of text properties, rather than simply the consistent use of a particular set of properties. Across three experiments, this dissertation relies on a combination of natural language processing and dynamic methodologies to examine the role of linguistic flexibility in the text production process. Overall, the studies included in this dissertation provide important insights into the role of flexibility in writing skill and develop a strong foundation on which to conduct future research and educational interventions.
ContributorsAllen, Laura (Author) / McNamara, Danielle S. (Thesis advisor) / Glenberg, Arthur (Committee member) / Connor, Carol (Committee member) / Duran, Nicholas (Committee member) / Arizona State University (Publisher)
Created2017
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Description
This action research, mixed methods, case study examined middle school student perceptions of the effectiveness of Club Aspire. Club Aspire is an after-school program created to support the lowest achieving seventh and eighth graders in an Arizona K-8 school. The framework of this study comes from the theory of self-regulation,

This action research, mixed methods, case study examined middle school student perceptions of the effectiveness of Club Aspire. Club Aspire is an after-school program created to support the lowest achieving seventh and eighth graders in an Arizona K-8 school. The framework of this study comes from the theory of self-regulation, social learning theory and co-regulation. The primary focus of Club Aspire is to teach low achieving middle school students, self-regulation skills and learning strategies through goal setting, self-regulation learning strategy lessons and co-regulation activities.

The study took place over 13 weeks and included 11 participants and answered the following research questions. How do middle school Elevate students perceive the impact of Club Aspire on their self-regulation and themselves as a learner? How does Club Aspire affect middle school Elevate students’ academic success? What do middle school Elevate students perceive as the most influential elements of Club Aspire? Data collection tools consisted of interviews, class work, referral data, pre- and post-questionnaire and benchmark assessment data.

The study revealed that students made gains in self-regulation learning strategy usage, however, their academic achievement was not influenced. Students identified goal setting, learning self-regulation strategies and co-regulation activities with their peer partner as the most beneficial elements of Club Aspire. The study also revealed that student self-efficacy was increased throughout the semester.
ContributorsRomero, Kaseylyn (Author) / Jordan, Michelle (Thesis advisor) / Beardsley, Audrey (Committee member) / Isai, Shelley (Committee member) / Arizona State University (Publisher)
Created2017