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This study empirically evaluated the effectiveness of the instructional design, learning tools, and role of the teacher in three versions of a semester-long, high-school remedial Algebra I course to determine what impact self-regulated learning skills and learning pattern training have on students' self-regulation, math achievement, and motivation. The 1st version

This study empirically evaluated the effectiveness of the instructional design, learning tools, and role of the teacher in three versions of a semester-long, high-school remedial Algebra I course to determine what impact self-regulated learning skills and learning pattern training have on students' self-regulation, math achievement, and motivation. The 1st version was a business-as-usual traditional classroom teaching mathematics with direct instruction. The 2rd version of the course provided students with self-paced, individualized Algebra instruction with a web-based, intelligent tutor. The 3rd version of the course coupled self-paced, individualized instruction on the web-based, intelligent Algebra tutor coupled with a series of e-learning modules on self-regulated learning knowledge and skills that were distributed throughout the semester. A quasi-experimental, mixed methods evaluation design was used by assigning pre-registered, high-school remedial Algebra I class periods made up of an approximately equal number of students to one of the three study conditions or course versions: (a) the control course design, (b) web-based, intelligent tutor only course design, and (c) web-based, intelligent tutor + SRL e-learning modules course design. While no statistically significant differences on SRL skills, math achievement or motivation were found between the three conditions, effect-size estimates provide suggestive evidence that using the SRL e-learning modules based on ARCS motivation model (Keller, 2010) and Let Me Learn learning pattern instruction (Dawkins, Kottkamp, & Johnston, 2010) may help students regulate their learning and improve their study skills while using a web-based, intelligent Algebra tutor as evidenced by positive impacts on math achievement, motivation, and self-regulated learning skills. The study also explored predictive analyses using multiple regression and found that predictive models based on independent variables aligned to student demographics, learning mastery skills, and ARCS motivational factors are helpful in defining how to further refine course design and design learning evaluations that measure achievement, motivation, and self-regulated learning in web-based learning environments, including intelligent tutoring systems.
ContributorsBarrus, Angela (Author) / Atkinson, Robert K (Thesis advisor) / Van de Sande, Carla (Committee member) / Savenye, Wilhelmina (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Writing instruction poses both cognitive and affective challenges, particularly for adolescents. American teens not only fall short of national writing standards, but also tend to lack motivation for school writing, claiming it is too challenging and that they have nothing interesting to write about. Yet, teens enthusiastically immerse themselves in

Writing instruction poses both cognitive and affective challenges, particularly for adolescents. American teens not only fall short of national writing standards, but also tend to lack motivation for school writing, claiming it is too challenging and that they have nothing interesting to write about. Yet, teens enthusiastically immerse themselves in informal writing via text messaging, email, and social media, regularly sharing their thoughts and experiences with a real audience. While these activities are, in fact, writing, research indicates that teens instead view them as simply "communication" or "being social." Accordingly, the aim of this work was to infuse formal classroom writing with naturally engaging elements of informal social media writing to positively impact writing quality and the motivation to write, resulting in the development and implementation of Sparkfolio, an online prewriting tool that: a) addresses affective challenges by allowing students to choose personally relevant topics using their own social media data; and b) provides cognitive support with a planner that helps develop and organize ideas in preparation for writing a first draft. This tool was evaluated in a study involving 46 eleventh-grade English students writing three personal narratives each, and including three experimental conditions: a) using self-authored social media post data while planning with Sparkfolio; b) using only data from posts authored by one's friends while planning with Sparkfolio; and c) a control group that did not use Sparkfolio. The dependent variables were the change in writing motivation and the change in writing quality that occurred before and after the intervention. A scaled pre/posttest measured writing motivation, and the first and third narratives were used as writing quality pre/posttests. A usability scale, logged Sparkfolio data, and qualitative measures were also analyzed. Results indicated that participants who used Sparkfolio had statistically significantly higher gains in writing quality than the control group, validating Sparkfolio as effective. Additionally, while nonsignificant, results suggested that planning with self-authored data provided more writing quality and motivational benefits than data authored by others. This work provides initial empirical evidence that leveraging students' own social media data (securely) holds potential in fostering meaningful personalized learning.
ContributorsSadauskas, John (Author) / Atkinson, Robert K (Thesis advisor) / Savenye, Wilhelmina (Committee member) / Liu, Huan (Committee member) / Arizona State University (Publisher)
Created2014
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Description
In recent years, companies have been expanding their business efforts on a global scale. This project explores this expansion of American-based multinational corporations (MNCs) in Ireland, and the comparison of how their culture motivation in the workplace. We did a cultural study using Hofstede and Trompenaars' cultural dimensions of the

In recent years, companies have been expanding their business efforts on a global scale. This project explores this expansion of American-based multinational corporations (MNCs) in Ireland, and the comparison of how their culture motivation in the workplace. We did a cultural study using Hofstede and Trompenaars' cultural dimensions of the two countries then used McClelland's Needs Theory, Equity Theory, and Herzberg's Motivation-Hygiene Theory in order to create three research questions. (1) How does the manager define success for the firm as a whole and for their employees, (2) How is the definition of success reflected in the company's corporate culture (i.e. values, norms and practices), along with how cultural values, norms and practices affect the company, and (3) How do external forces (i.e. governmental factors, workplace technology, etc.) affect the workplace environment and motivation for employees? With these we hypothesized that for research question 1, we hypothesized that from our study of Hofstede's and Trompenaars' cultural frameworks, Irish employees will show a greater tendency to favor affiliation, nAff, as opposed to a need for achievement, nAch, in American employees, according to McClelland's Needs Theory. For research question 2, we predicted that motivation would be administered through style of feedback to employees and office norms, such as autonomy, flexible hours, and work-life balance. For research question 3, we hypothesized that Ireland would have an impact from external factors such as government and technology, whereas the U.S. employees would face no clear impact. We conducted eight, qualitative interviews using a questionnaire, either in person or via video conference. The interviewees were all managers in some facet and have all had some international experience. Through the analysis of the interviews, we found that the Irish employees focused on how employees are able to help or contribute to a group (nAff), instead of looking at how the contribution of a group can be used to meet individual goals (nAch). The American companies reflected Trompenaars' definition of individualism in which employees focus on collaborating in teams, as long as individual goals are met, and benchmarked collaboration as a performance measure, tying in the need for achievement, for research question one. For the second research question, we found that employees in Ireland had a focus on teamwork in the workplace and much higher respect for work-life balance. American firms, in contrast, had a greater focus on making sure employees were contributing, meeting their goals, and getting their work done. While American firms did acknowledge work-life balance and its importance, there was a priority for coming in early and/or staying late to make sure a job got done. Findings for our third question showed that government factors did impact Ireland more, due to labor laws such as required vacation days in Ireland, and that technology had less of an impact than expected, for both countries. More importantly was our finding that the companies in Ireland were greatly impacted by the decisions made by the business executives in the United States.
ContributorsSong, Jenny Jungwon (Co-author) / Brown, William (Co-author) / Arrfelt, Mathias (Thesis director) / Moore, James (Committee member) / Department of Marketing (Contributor) / Department of Management and Entrepreneurship (Contributor) / W.P. Carey School of Business (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
Gamification is the idea of “gamifying” work, to make it more intrinsically motivating. This is an incredibly important aspect of management theory because it gives a different approach to the age old question, how do I motivate my employees to perform better? This study not only looks at gamification, what

Gamification is the idea of “gamifying” work, to make it more intrinsically motivating. This is an incredibly important aspect of management theory because it gives a different approach to the age old question, how do I motivate my employees to perform better? This study not only looks at gamification, what it is, and how it is used successfully and unsuccessfully; but also looks at gamification from a different light. This study dives into the idea of employee gamification, or when employees “gamify” their own work to keep themselves motivated, without the direction or guidance of a manager. Most importantly, this study looks at the correlation between gamification, likeness of manager, enthusiasm, physical engagement, and a few other variables to figure out what truly is the driving force behind employee motivation. Without the study and proper application of gamification, both managers and employees could be missing out on the potential to increase motivation dramatically, thus in turn creating a more efficient and productive work environment. At the end of the day, every single company is concerned with efficiency; and increasing it should be of the highest concern. This study looks at the potential benefits of gamifying work, while also figuring out what truly is the driving force behind workplace motivation.
ContributorsRosen, Joshua Harry (Author) / Baer, Michael (Thesis director) / Welsh, David (Committee member) / Department of Finance (Contributor) / Department of Management and Entrepreneurship (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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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
Description
Hybrid schedules have become a popular mode of learning during the last decade as new classroom technologies have emerged. Universities have utilized online learning as a format to include more accessibility, especially after the COVID-19 pandemic. College students are often given the option of choosing different learning modalities when scheduling

Hybrid schedules have become a popular mode of learning during the last decade as new classroom technologies have emerged. Universities have utilized online learning as a format to include more accessibility, especially after the COVID-19 pandemic. College students are often given the option of choosing different learning modalities when scheduling courses. The objective of this study is to determine how multi-modal schedules impact preference, motivation, and learning. Fifty undergraduate students at Arizona State University were asked several questions pertaining to their academics. These included the types of courses they have taken in the past year, their motivation to learn in these modalities, and how they think they retained the information from their courses. Participants showed much higher motivation and learning within in-person classes, but an overall higher satisfaction for multi-modal schedules. These results show that Arizona State University should make an effort to increase student motivation for online and asynchronous classes, in addition to adding a variety of learning modes that best accommodate undergraduate students and their needs.
ContributorsGreer, Ashley (Author) / Underwood, Brooke (Co-author) / Kappes, Janelle (Thesis director) / Lewis, Stephen (Committee member) / Barrett, The Honors College (Contributor) / Department of Management and Entrepreneurship (Contributor)
Created2024-05
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Description
This thesis analyzes the importance of positive relationships between managers and their
employees. It attempts to define what a positive work relationship is and how it can influence the
work environment. Through information found from case studies and surveys it is clear that a
good manager, as defined in this

This thesis analyzes the importance of positive relationships between managers and their
employees. It attempts to define what a positive work relationship is and how it can influence the
work environment. Through information found from case studies and surveys it is clear that a
good manager, as defined in this work, has a large impact on employee job satisfaction,
motivation and perceived retention rate. Using popular theories and studies I will show the
support I have for the analysis of my results as well as studies which prove my results to be
flawed.
ContributorsAmmons, Karilee Rose (Author) / Hom, Peter (Thesis director) / Eric, Knott (Committee member) / Department of Management and Entrepreneurship (Contributor) / School of International Letters and Cultures (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
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Description
The Community Assistant position at Arizona State University is dealing with an issue of poor year-to-year retention. Currently, a large number of Community Assistants who could return for another year are choosing not to, which is further exacerbated by the fact that graduating Community Assistants cannot stay even if they

The Community Assistant position at Arizona State University is dealing with an issue of poor year-to-year retention. Currently, a large number of Community Assistants who could return for another year are choosing not to, which is further exacerbated by the fact that graduating Community Assistants cannot stay even if they wanted to because the position must be held by active students. Through research, interviews, and testimony, this paper constructs what the Community Assistant role entails and the priorities that the role instills in current Community Assistants at ASU. It then seeks to answer the question of why low levels of year-to-year retention matter and why so many are choosing to move to different positions after their first year has ended. By building from the information provided by current Community Assistants and various management theories from a variety of sources, this paper offers actionable recommendations for Arizona State University Housing to increase retention and motivation within the Community Assistant position.
ContributorsKnauer, Remington (Author) / Arrfelt, Mathias (Thesis director) / Hom, Peter (Committee member) / Department of Management and Entrepreneurship (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05