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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
Various reports produced by the National Research Council suggest that K-12 curricula expand Science, Technology, Engineering, and Mathematics to better help students develop their ability to reason and employ scientific habits rather than simply building scientific knowledge. Every spring, the Arizona Department of Education (ADE) in conjunction with Arizona State

Various reports produced by the National Research Council suggest that K-12 curricula expand Science, Technology, Engineering, and Mathematics to better help students develop their ability to reason and employ scientific habits rather than simply building scientific knowledge. Every spring, the Arizona Department of Education (ADE) in conjunction with Arizona State University holds a professional development workshop titled "Engineering Practices in the Secondary Science Classroom: Engineering Training for Grade 6-12 Math and Science School Teams". This workshop provides math and science teachers with the opportunity to either sustain existing engineering proficiency or be exposed to engineering design practices for the first time. To build teachers' proficiency with employing engineering design practices, they follow a two-day curriculum designed for application in both science and math classrooms as a conjoined effort. As of spring 2015, very little feedback has been received concerning the effectiveness of the ASU-ADE workshops. New feedback methods have been developed for future deployment as past and more informal immediate feedback from teachers and students was used to create preliminary changes in the workshop curriculum. In addition, basic laboratory testing has been performed to further link together engineering problem solving with experiments and computer modelling. In improving feedback and expanding available material, the curriculum was analyzed and improved to more effectively train teachers in engineering practices and implement these practices in their classrooms.
ContributorsSchmidt, Nathan William (Author) / Rajan, Subramaniam (Thesis director) / Neithalath, Narayanan (Committee member) / Civil, Environmental and Sustainable Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2015-05
Description
Clean and accessible drinking water is a crucial and limited resource. As the world's population grows and demand increases, water resources will become more limited. This project aims to educate students on water resources, drinking water, and how biomimicry can allow society to improve its water usage. The project consists

Clean and accessible drinking water is a crucial and limited resource. As the world's population grows and demand increases, water resources will become more limited. This project aims to educate students on water resources, drinking water, and how biomimicry can allow society to improve its water usage. The project consists of a ten day unit plan which addresses several water topics such as: the various uses of water, water distribution, where drinking water comes from, the water treatment process, and more. After establishing background knowledge on water and surrounding issues, the students will be challenged to design a water bottle using biomimicry. Biomimicry is looking at nature to draw and inspire solutions to human problems. This unit has been optimized for use by elementary teachers. The ten day unit consists of a lesson summary, objectives, standards, and recommended activities for each day. Of the ten days, three lesson plans were fully developed using the 5E format. The research supporting this project is compiled in the following report.
ContributorsSalik, Rachael (Co-author) / Burke, Aurora (Co-author) / Walters, Molina (Thesis director) / Larson, Kelli L. (Committee member) / Civil, Environmental and Sustainable Engineering Programs (Contributor) / Division of Teacher Preparation (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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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
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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