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Description
Statistics is taught at every level of education, yet teachers often have to assume their students have no knowledge of statistics and start from scratch each time they set out to teach statistics. The motivation for this experimental study comes from interest in exploring educational applications of augmented reality (AR)

Statistics is taught at every level of education, yet teachers often have to assume their students have no knowledge of statistics and start from scratch each time they set out to teach statistics. The motivation for this experimental study comes from interest in exploring educational applications of augmented reality (AR) delivered via mobile technology that could potentially provide rich, contextualized learning for understanding concepts related to statistics education. This study examined the effects of AR experiences for learning basic statistical concepts. Using a 3 x 2 research design, this study compared learning gains of 252 undergraduate and graduate students from a pre- and posttest given before and after interacting with one of three types of augmented reality experiences, a high AR experience (interacting with three dimensional images coupled with movement through a physical space), a low AR experience (interacting with three dimensional images without movement), or no AR experience (two dimensional images without movement). Two levels of collaboration (pairs and no pairs) were also included. Additionally, student perceptions toward collaboration opportunities and engagement were compared across the six treatment conditions. Other demographic information collected included the students' previous statistics experience, as well as their comfort level in using mobile devices. The moderating variables included prior knowledge (high, average, and low) as measured by the student's pretest score. Taking into account prior knowledge, students with low prior knowledge assigned to either high or low AR experience had statistically significant higher learning gains than those assigned to a no AR experience. On the other hand, the results showed no statistical significance between students assigned to work individually versus in pairs. Students assigned to both high and low AR experience perceived a statistically significant higher level of engagement than their no AR counterparts. Students with low prior knowledge benefited the most from the high AR condition in learning gains. Overall, the AR application did well for providing a hands-on experience working with statistical data. Further research on AR and its relationship to spatial cognition, situated learning, high order skill development, performance support, and other classroom applications for learning is still needed.
ContributorsConley, Quincy (Author) / Atkinson, Robert K (Thesis advisor) / Nguyen, Frank (Committee member) / Nelson, Brian C (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Programming is quickly becoming as ubiquitous and essential a skill as general mathematics. However, many elementary and high school students are still not aware of what the computer science field entails. To make matters worse, students who are introduced to computer science are frequently being fed only part of what

Programming is quickly becoming as ubiquitous and essential a skill as general mathematics. However, many elementary and high school students are still not aware of what the computer science field entails. To make matters worse, students who are introduced to computer science are frequently being fed only part of what it is about rather than its entire construction. Consequently, they feel out of their depth when they approach college. Research has discovered that by teaching computer science and programming through a problem-driven approach and focusing on a combination of syntax and computational thinking, students can be prepared when entering higher levels of computer science education.

This thesis describes the design, development, and early user testing of a theory-based virtual world for computer science instruction called System Dot. System Dot was designed to visually manifest programming instructions into interactable objects, giving players a way to see coding as tangible entities rather than text on a white screen. In order for System Dot to convey the true nature of computer science, a custom predictive recursive descent parser was embedded in the program to validate any user-generated solutions to pre-defined logical platforming puzzles.

Steps were taken to adapt the virtual world to player behavior by creating a system to detect their learning style playing the game. Through a dynamic Bayesian network, System Dot aims to classify a player’s learning style based on the Felder-Sylverman Learning Style Model (FSLSM). Testers played through the first half of System Dot, which was enough to test out the Bayesian network and initial learning style classification. This classification was then compared to the assessment by Felder’s Index of Learning Styles Questionnaire (ILSQ). Lastly, this thesis will also discuss ways to use the results from the user testing to implement a personalized feedback system for the virtual world in the future and what has been learned through the learning style method.
ContributorsKury, Nizar (Author) / Nelson, Brian C (Thesis advisor) / Hsiao, Ihan (Committee member) / Kobayashi, Yoshihiro (Committee member) / Arizona State University (Publisher)
Created2017
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Description
Hospital Emergency Departments (EDs) are frequently crowded. The Center for

Medicare and Medicaid Services (CMS) collects performance measurements from EDs

such as that of the door to clinician time. The door to clinician time is the time at which a

patient is first seen by a clinician. Current methods for

Hospital Emergency Departments (EDs) are frequently crowded. The Center for

Medicare and Medicaid Services (CMS) collects performance measurements from EDs

such as that of the door to clinician time. The door to clinician time is the time at which a

patient is first seen by a clinician. Current methods for documenting the door to clinician

time are in written form and may contain inaccuracies. The goal of this thesis is to

provide a method for automatic and accurate retrieval and documentation of the door to

clinician time. To automatically collect door to clinician times, single board computers

were installed in patient rooms that logged the time whenever they saw a specific

Bluetooth emission from a device that the clinician carried. The Bluetooth signal is used

to calculate the distance of the clinician from the single board computer. The logged time

and distance calculation is then sent to the server where it is determined if the clinician

was in the room seeing the patient at the time logged. The times automatically collected

were compared with the handwritten times recorded by clinicians and have shown that

they are justifiably accurate to the minute.
ContributorsFrisby, Joshua (Author) / Nelson, Brian C (Thesis advisor) / Patel, Vimla L. (Thesis advisor) / Smith, Vernon (Committee member) / Kaufman, David R. (Committee member) / Arizona State University (Publisher)
Created2015
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Description
One of the primary objective in a computer science related course is for students to be able to write programs implementing the concepts covered in that course. In educational psychology, however, learning gains are more commonly measured using recall or problem solving questions. While these types of questions are relevant

One of the primary objective in a computer science related course is for students to be able to write programs implementing the concepts covered in that course. In educational psychology, however, learning gains are more commonly measured using recall or problem solving questions. While these types of questions are relevant to computer science exams, they do not necessarily reflect a student’s ability to apply concepts by writing an original program to solve a novel problem.

This thesis investigates the effectiveness of including questions within instructional multimedia content to improve student performance on a related programming assignment. Similar techniques have proven effective in educational psychology research using other measures. The objective of this thesis is to apply educational techniques used in other domains to an experiment with real world measures of students in a computer science course. The findings of this paper demonstrate that the techniques used were promising in improving student performance on a programming assignment.
ContributorsMar, Christopher (Author) / Sohoni, Sohum (Thesis advisor) / Nelson, Brian C (Committee member) / Craig, Scotty D. (Committee member) / Arizona State University (Publisher)
Created2016
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Description
Currently, educational games are designed with the educational content as the primary factor driving the design of the game. While this may seem to be the optimal approach, this design paradigm causes multiple issues. For one, the games themselves are often not engaging as game design principles were put aside

Currently, educational games are designed with the educational content as the primary factor driving the design of the game. While this may seem to be the optimal approach, this design paradigm causes multiple issues. For one, the games themselves are often not engaging as game design principles were put aside in favor of increasing the educational value of the game. The other issue is that the code base of the game is mostly or completely unusable for any other games as the game mechanics are too strongly connected to the educational content being taught. This means that the mechanics are impossible to reuse in future projects without major revisions, and starting over is often more time and cost efficient.

This thesis presents the Content Agnostic Game Engineering (CAGE) model for designing educational games. CAGE is a way to separate the educational content from the game mechanics without compromising the educational value of the game. This is done by designing mechanics that can have multiple educational contents layered on top of them which can be switched out at any time. CAGE allows games to be designed with a game design first approach which allows them to maintain higher engagement levels. In addition, since the mechanics are not tied to the educational content several different educational topics can reuse the same set of mechanics without requiring major revisions to the existing code.

Results show that CAGE greatly reduces the amount of code needed to make additional versions of educational games, and speeds up the development process. The CAGE model is also shown to not induce high levels of cognitive load, allowing for more in depth topic work than was attempted in this thesis. However, engagement was low and switching the active content does interrupt the game flow considerably. Altering the difficulty of the game in real time in response to the affective state of the player was not shown to increase engagement. Potential causes of the issues with CAGE games and potential fixes are discussed.
ContributorsBaron, Tyler John (Author) / Amresh, Ashish (Thesis advisor) / Nelson, Brian C (Committee member) / Niemczyk, Mary (Committee member) / Arizona State University (Publisher)
Created2017