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Description
This study set out to determine how students perceive writing quality in the presence of specific errors. Error pattern was a within-subjects variable with four levels: no errors, superficial (mechanical) errors, substantive (conceptual) errors, and both types of errors. All participants assessed a randomized selection of four essays containing each

This study set out to determine how students perceive writing quality in the presence of specific errors. Error pattern was a within-subjects variable with four levels: no errors, superficial (mechanical) errors, substantive (conceptual) errors, and both types of errors. All participants assessed a randomized selection of four essays containing each of the four error patterns. Overall ratings of writing quality decreased with the presence of errors; superficial errors had a significantly larger impact than substantive errors. In addition, participants rated traits about the author of the essays lower with the presence of errors in a similar pattern to writing quality.
ContributorsJohnson, Adam Casey (Author) / Roscoe, Rod (Thesis director) / Craig, Scotty (Committee member) / Human Systems Engineering (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
The relationship between video games and education is something that has been studied extensively in academia. Based upon these studies a new concept was created, gamification. Gamification is the next step in video game research to analyze why video games enhance learning. The interest and research into this concept have

The relationship between video games and education is something that has been studied extensively in academia. Based upon these studies a new concept was created, gamification. Gamification is the next step in video game research to analyze why video games enhance learning. The interest and research into this concept have developed so much so that it has become its own topic area for research. This study is looking to analyze the effect that gamification has on not only learning, but also self-efficacy. Through a choose your own adventure game, the knowledge and self-efficacy of participants will be examined to observe the differences when learning difficult engineering concepts with and without gamification. It is expected that participants that experienced training through gamification will demonstrate deeper learning and higher self-efficacy than trained through a video. Furthermore, it is anticipated that some video trained participants’ self-efficacy will increase; however, their comprehension will be less than participants trained through gamification. The results of this study can help promote the interest in researching gamification and education, while influencing educators to corporate gamification elements when designing their courses. Moreover, this study continued through adaptation and integration into a statics forces class, investigated if the same results can be found within a classroom setting.
ContributorsKanechika, Amber (Author) / Craig, Scotty (Thesis director) / Roscoe, Rod (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05