Matching Items (8)
Filtering by

Clear all filters

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
135037-Thumbnail Image.png
Description
Museum evaluation is an important process that aims to study an exhibit's effectiveness in engaging visitors and in teaching concepts. Imperatives and methods to strengthen museum evaluation have been suggested and implemented in the past, but ultimately faced several challenges including the collection of visitor feedback in an efficient, non-intrusive

Museum evaluation is an important process that aims to study an exhibit's effectiveness in engaging visitors and in teaching concepts. Imperatives and methods to strengthen museum evaluation have been suggested and implemented in the past, but ultimately faced several challenges including the collection of visitor feedback in an efficient, non-intrusive way. The Ask Dr. Discovery project seeks to address the challenge of conducting efficient, affordable, and large-scale science museum evaluation via an interactive app aimed at collecting direct visitor feedback through use of the app and through questionnaires that also collect demographics. This thesis investigates how the demographics of metro Phoenix science museum visitors as a whole compare to the Hispanic/Latino population of visitors, and makes use of visitor feedback from Ask Dr. Discovery to provide useful data for science museum evaluation. An analysis of responses revealed that the majority of the participants in the study (n=785) were White (Non-Hispanic) (65.59%), were 36-45 years old (36.18%) and hold a graduate degree (27.64%). Most Hispanic/Latino participants in the study were 26-35 years old (36.36%) and completed some college (28.67%). Most participants from both participant groups have never visited the museum before (32.99% of all participants; 33.57% of all Hispanics/Latinos). Further analysis suggest that museum visits may be independent of age and visitor group size. Visitor interest in science museum exhibits may be independent of their use of free time science-related activities. Data suggests that there was no real difference in exhibit interest across two different versions of the app ("modes"). Analysis of negative visitor feedback showed different question types, questions asked, and time spent on the app. Data log questions revealed the difference in time spent on the app and complexity of questions asked between adults and children, as well as the location of participants in the museum. There was no major correlation between mode type and number of questions asked, and length of use and number of questions asked.
ContributorsFernandez, Ivan (Author) / Bowman, Judd (Thesis director) / Bowman, Catherine (Committee member) / Nelson, Brian (Committee member) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
Description
Virtual Reality (hereafter VR) and Mixed Reality (hereafter MR) have opened a new line of applications and possibilities. Amidst a vast network of potential applications, little research has been done to provide real time collaboration capability between users of VR and MR. The idea of this thesis study is to

Virtual Reality (hereafter VR) and Mixed Reality (hereafter MR) have opened a new line of applications and possibilities. Amidst a vast network of potential applications, little research has been done to provide real time collaboration capability between users of VR and MR. The idea of this thesis study is to develop and test a real time collaboration system between VR and MR. The system works similar to a Google document where two or more users can see what others are doing i.e. writing, modifying, viewing, etc. Similarly, the system developed during this study will enable users in VR and MR to collaborate in real time.

The study of developing a real-time cross-platform collaboration system between VR and MR takes into consideration a scenario in which multiple device users are connected to a multiplayer network where they are guided to perform various tasks concurrently.

Usability testing was conducted to evaluate participant perceptions of the system. Users were required to assemble a chair in alternating turns; thereafter users were required to fill a survey and give an audio interview. Results collected from the participants showed positive feedback towards using VR and MR for collaboration. However, there are several limitations with the current generation of devices that hinder mass adoption. Devices with better performance factors will lead to wider adoption.
ContributorsSeth, Nayan Sateesh (Author) / Nelson, Brian (Thesis advisor) / Walker, Erin (Committee member) / Atkinson, Robert (Committee member) / Arizona State University (Publisher)
Created2017
155689-Thumbnail Image.png
Description
Paper assessment remains to be an essential formal assessment method in today's classes. However, it is difficult to track student learning behavior on physical papers. This thesis presents a new educational technology—Web Programming Grading Assistant (WPGA). WPGA not only serves as a grading system but also a feedback delivery tool

Paper assessment remains to be an essential formal assessment method in today's classes. However, it is difficult to track student learning behavior on physical papers. This thesis presents a new educational technology—Web Programming Grading Assistant (WPGA). WPGA not only serves as a grading system but also a feedback delivery tool that connects paper-based assessments to digital space. I designed a classroom study and collected data from ASU computer science classes. I tracked and modeled students' reviewing and reflecting behaviors based on the use of WPGA. I analyzed students' reviewing efforts, in terms of frequency, timing, and the associations with their academic performances. Results showed that students put extra emphasis in reviewing prior to the exams and the efforts demonstrated the desire to review formal assessments regardless of if they were graded for academic performance or for attendance. In addition, all students paid more attention on reviewing quizzes and exams toward the end of semester.
ContributorsHuang, Po-Kai (Author) / Hsiao, I-Han (Thesis advisor) / Nelson, Brian (Committee member) / VanLehn, Kurt (Committee member) / Arizona State University (Publisher)
Created2017
151573-Thumbnail Image.png
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
148262-Thumbnail Image.png
Description

This thesis is based on bringing together three different components: non-Euclidean geometric worlds, virtual reality, and environmental puzzles in video games. While all three exist in their own right in the world of video games, as well as combined in pairs, there are virtually no examples of all three together.

This thesis is based on bringing together three different components: non-Euclidean geometric worlds, virtual reality, and environmental puzzles in video games. While all three exist in their own right in the world of video games, as well as combined in pairs, there are virtually no examples of all three together. Non-Euclidean environmental puzzle games have existed for around 10 years in various forms, short environmental puzzle games in virtual reality have come into existence in around the past five years, and non-Euclidean virtual reality exists mainly as non-video game short demos from the past few years. This project seeks to be able to bring these components together to create a proof of concept for how a game like this should function, particularly the integration of non-Euclidean virtual reality in the context of a video game. To do this, a Unity package which uses a custom system for creating worlds in a non-Euclidean way rather than Unity’s built-in components such as for transforms, collisions, and rendering was used. This was used in conjunction with the SteamVR implementation with Unity to create a cohesive and immersive player experience.

ContributorsVerhagen, Daniel William (Author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
187545-Thumbnail Image.png
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
190945-Thumbnail Image.png
Description
Collaborative Video Viewing (CVV) transforms passive video-based learning into an engaging, active process. While collaborative modes have different affordances that could potentially influence knowledge co-construction, no study has directly assessed the impact of collaborative modes in CVV activities. Therefore, this current study seeks to investigate how collaborative modes influence learning

Collaborative Video Viewing (CVV) transforms passive video-based learning into an engaging, active process. While collaborative modes have different affordances that could potentially influence knowledge co-construction, no study has directly assessed the impact of collaborative modes in CVV activities. Therefore, this current study seeks to investigate how collaborative modes influence learning outcomes, learning engagement, group interaction and the co-construction process.The study utilized a within-subject, counterbalanced experimental design, in which each participating undergraduate student was paired in dyads. These dyads were assigned to engage in two separate CVV sessions: one using synchronous voice-based collaborative mode (SV) and the other using asynchronous text-based collaborative mode (AT). After each session, participants completed a test consisting of retention and application questions. ANCOVA was utilized to analyze the test scores. To ascertain if the different scores were a result of varying levels of learning engagement, dyad discussions were coded using ICAP coding (Chi & Wylie, 2014). Furthermore, to delve deeper into the group interaction mechanism in SV and AT, a codebook was developed to analyze the discourse that occurred during dyad interaction. Sequential analysis and thematic narrative analysis were employed to visualize interaction patterns and the co-construction process. The findings indicated that, generally, SV dyads performed better on application scores and have significantly higher interactive learning engagement than AT dyads. In line with ICAP predictions, the higher-score groups in both SV and AT engaged in more generative processes, leading to more constructive and interactive comments than lower-scoring groups. In terms of group interaction, both SV and AT primarily use descriptive discourse for co-explanation. However, the SV groups exclusively introduce discourse expressing uncertainty, which subsequently leads to group negotiation. The study identified distinct knowledge co-construction phases, including (a) co-explanation, (b) negotiation, and (c) application. Although the co-explanation phase is the most frequent in all dyad scores in both SV and AT, the negotiation phase appears to differentiate low-high score dyads from high-high score dyads. These findings hold research implications for understanding learning engagement and group interaction in various online collaborative modes, as well as for the instructional design of active video-based learning through collaborative video viewing.
ContributorsTechawitthayachinda, Ratrapee (Author) / Chi, Michelene (Thesis advisor) / Hong, Yi-Chun (Thesis advisor) / Nelson, Brian (Committee member) / Arizona State University (Publisher)
Created2023