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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
Incidental learning of sequential information occurs in visual, auditory and tactile domains. It occurs throughout our lifetime and even in nonhuman species. It is likely to be one of the most important foundations for the development of normal learning. To date, there is no agreement as to how incidental learning

Incidental learning of sequential information occurs in visual, auditory and tactile domains. It occurs throughout our lifetime and even in nonhuman species. It is likely to be one of the most important foundations for the development of normal learning. To date, there is no agreement as to how incidental learning occurs. The goal of the present set of experiments is to determine if visual sequential information is learned in terms of abstract rules or stimulus-specific details. Two experiments test the extent to which interaction with the stimuli can influence the information that is encoded by the learner. The results of both experiments support the claim that stimulus and domain specific details directly shape what is learned, through a process of tuning the neuromuscular systems involved in the interaction between the learner and the materials.
ContributorsMarsh, Elizabeth R (Author) / Glenberg, Arthur M. (Thesis advisor) / Amazeen, Eric (Committee member) / Brewer, Gene (Committee member) / Arizona State University (Publisher)
Created2013
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Description
Categories are often defined by rules regarding their features. These rules may be intensely complex yet, despite the complexity of these rules, we are often able to learn them with sufficient practice. A possible explanation for how we arrive at consistent category judgments despite these difficulties would be that we

Categories are often defined by rules regarding their features. These rules may be intensely complex yet, despite the complexity of these rules, we are often able to learn them with sufficient practice. A possible explanation for how we arrive at consistent category judgments despite these difficulties would be that we may define these complex categories such as chairs, tables, or stairs by understanding the simpler rules defined by potential interactions with these objects. This concept, called grounding, allows for the learning and transfer of complex categorization rules if said rules are capable of being expressed in a more simple fashion by virtue of meaningful physical interactions. The present experiment tested this hypothesis by having participants engage in either a Rule Based (RB) or Information Integration (II) categorization task with instructions to engage with the stimuli in either a non-interactive or interactive fashion. If participants were capable of grounding the categories, which were defined in the II task with a complex visual rule, to a simpler interactive rule, then participants with interactive instructions should outperform participants with non-interactive instructions. Results indicated that physical interaction with stimuli had a marginally beneficial effect on category learning, but this effect seemed most prevalent in participants were engaged in an II task.
ContributorsCrawford, Thomas (Author) / Homa, Donald (Thesis advisor) / Glenberg, Arthur (Committee member) / McBeath, Michael (Committee member) / Brewer, Gene (Committee member) / Arizona State University (Publisher)
Created2014
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Description
Due to the push down of academics, today's elementary students are being asked to learn more concepts and sit for longer periods of time. Sitting slows thinking, whereas movement wakes up the brain. Using movement to learn is embodied cognition, or learning through both the body and the brain. Movement

Due to the push down of academics, today's elementary students are being asked to learn more concepts and sit for longer periods of time. Sitting slows thinking, whereas movement wakes up the brain. Using movement to learn is embodied cognition, or learning through both the body and the brain. Movement should be part of instruction for young students; however teachers are often not sure how to incorporate movement in their lesson plans. The Japanese practice of lesson study may help because it embeds teachers' new learning in their classrooms while intimately connecting it to the learning of their students, and it links with the cyclical, constructed theory of learning provided by Vygotsky Space. If teachers incorporate movement in their lessons, children have the potential to become more engaged and learn. This action research study was designed to understand if two first grade, two second grade, and one third grade teacher at a Title One elementary school in the Southwestern United States could learn how to use movement more during instruction through lesson study. This innovation took place for 14-weeks during which 12 lessons using movement were developed and taught. Data were collected prior to the study and during each portion of the cyclical process including, while teachers learned, during lessons using movement, and when lessons were discussed and changed. The data sources were pre and post teacher surveys, student surveys, observation protocols, lesson plans, transcripts of lesson study meetings, and researcher notes. To reduce bias a triangulated mixed methods design was used. Results indicate that through lesson study teachers were able to learn about movement, try it, observe the results, and adjust it to fit their teaching style and their students' needs. Data showed increased student engagement in lessons that incorporated movement as evidenced in the students' words, bodies, and learning. After participating in the study, the teachers realized they personally use movement to learn, and teachers' efficacy regarding their ability to plan movement in their lessons increased. Additionally, they started purposefully planning movement across their curriculum. Based on the results, further cycles
ContributorsLyding, Linnea (Author) / Zambo, Debby (Thesis advisor) / Hansen, Cory (Committee member) / Isai, Shelley (Committee member) / Arizona State University (Publisher)
Created2012
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Description
Both dialogic reading and embodied cognition have showed to be effective strategies in the development of early literacy skills. Additionally, the use of electronic books has been found to also have a positive effect, including in combination with dialogic reading. The effectiveness of dialogic reading and embodied strategy while reading

Both dialogic reading and embodied cognition have showed to be effective strategies in the development of early literacy skills. Additionally, the use of electronic books has been found to also have a positive effect, including in combination with dialogic reading. The effectiveness of dialogic reading and embodied strategy while reading an e-book has not been compared. The purpose of the study is to determine if embodied cognition can improve dialogic reading practices and possibly offer a theoretical framework for why dialogical reading practices work. Additionally, this study aims to determine the impact of embodied cognition and dialogic reading on the development of both vocabulary and story recall skills in preschool-aged children. Twenty-nine preschool children between the ages of 3 and 5 years old took part in a matched pairs experiment that included reading an e-book. Children in the experimental groups received four readings of either an embodied cognition condition or a dialogic reading condition. Following the four readings, the groups switched treatment. The children who received the embodied cognition conditions scored significantly higher on both story recall and vocabulary acquisition compared to those in the dialogic reading and control groups. Results of the study suggest embodied cognition in conjugation with dialogic reading practices could provide a more effective and improved model for promoting early literacy skills.
ContributorsMedrano, Danielle Alessandra (Author) / Glenberg, Arthur (Thesis director) / Kupfer, Anne (Committee member) / Gomez, Ligia (Committee member) / Department of Psychology (Contributor) / Sanford School of Social and Family Dynamics (Contributor) / School of Music (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
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Description
This study investigates whether children who are Dual Language Learners (DLLs) and who have poor reading comprehension will benefit from participating in the EMBRACE intervention. The reading comprehension program is based on the Theory of Embodied Cognition, which focuses on the embodied nature of language comprehension. Our understanding of language

This study investigates whether children who are Dual Language Learners (DLLs) and who have poor reading comprehension will benefit from participating in the EMBRACE intervention. The reading comprehension program is based on the Theory of Embodied Cognition, which focuses on the embodied nature of language comprehension. Our understanding of language is based on mental representations that we create through experiences and are integrated with according sensorimotor information. Therefore, by engaging the motor and language system through reading stories on an iPad that prompt the children to manipulate images on-screen, we might improve children's reading strategies and comprehension scores. Fifty-six children participated in reading three stories and answering related questions over a period of two weeks. Results showed that the intervention was successful in increasing reading comprehension scores in the physical manipulation condition but not in the imaginary manipulation condition. Although lower motor skill scores positively correlated with lower comprehension skills, the children's motor deficits did not moderate their performance on the intervention.
ContributorsValentin, Andrea Cristina (Author) / Glenberg, Arthur (Thesis director) / Restrepo, Maria Adelaida (Committee member) / Adams, Ashley M. (Committee member) / Department of Speech and Hearing Science (Contributor) / Barrett, The Honors College (Contributor)
Created2016-12
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Description
Purpose: The purpose of this study was to evaluate the efficacy of the EMBRACE Spanish support intervention for at-risk dual language learners and to determine which verbal and nonverbal characteristics of students were related to benefit from the intervention. The first study examined oral language and reading characteristics and the

Purpose: The purpose of this study was to evaluate the efficacy of the EMBRACE Spanish support intervention for at-risk dual language learners and to determine which verbal and nonverbal characteristics of students were related to benefit from the intervention. The first study examined oral language and reading characteristics and the second study examined motor characteristics in predicting the children's outcomes on a reading comprehension intervention.

Method: Fifty-six participants in 2nd-5th grade were randomly assigned to one of two groups: 1) Spanish-support intervention, or 2) Spanish-support control. Outcome measures included performance on comprehension questions related to intervention texts, questions on the final narrative and expository text without strategy instruction, and difference scores on alternate forms of the Gates-MacGinitie (GMRT-4, MacGinitie, MacGinitie, Maria, & Dreyer, 2002) reading comprehension subtest administered pre- post-intervention. Multi-level hierarchical linear models were used to account for nesting of question within child within classroom. Regression models were used to examine the power of motor predictors in predicting Spanish and English language performance.

Results: Results from study 1 indicated that the intervention was most effective for narrative (vs. expository) texts and easy (vs. more difficult) texts. Dual language learners (DLLs) with lower initial English reading comprehension abilities benefitted more from the intervention than those with stronger reading skills. Results from Study 2 indicated that oral fine motor abilities predicted Spanish (but not English) oral language abilities in the expected direction (i.e. faster performance associated with higher language scores). The speed of /pata/ productions predicted reading comprehension during the intervention, but not in the expected direction (i.e. slower speeds associated with higher accuracy). Manual fine motor performance on tapping tasks was not related to language or reading.

Conclusions: The EMBRACE intervention has promise for use with at-risk DLLs. Future research should take care to match text difficulty with child skills so as to maximize benefit from the intervention. Oral fine motor abilities were related to language abilities in DLLs, but only for the native language. Slower oral fine motor performance predicted higher accuracy on intervention questions, suggesting that EMBRACE may be particularly effective for children with weak fine motor skills.
ContributorsAdams, Ashley (Author) / Restrepo, Maria Adelaida (Thesis advisor) / Glenberg, Arthur (Committee member) / Connor, Carol M (Committee member) / Peter, Beate (Committee member) / Arizona State University (Publisher)
Created2017
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Description
A great deal of contemporary research argues that humans learn from experience. This research, however, rarely explicates what constitutes an experience for humans, let alone experiences that lead to deep learning for human flourishing. Experience is constituted of inner and out sensations processed in certain ways. Thus, a biologically realistic

A great deal of contemporary research argues that humans learn from experience. This research, however, rarely explicates what constitutes an experience for humans, let alone experiences that lead to deep learning for human flourishing. Experience is constituted of inner and out sensations processed in certain ways. Thus, a biologically realistic theory of learning must be based on a theory of sensation and how sense making derives from sensation. This dissertation seeks such a theory in the emerging literature on what kinds of creatures humans are and what this implies about how they learn and flourish. This literature ranges across several different disciplines, including neuroscience, evolutionary biology, and work on how affect guides cognition and action. Humans are as able to learn from experiences they have had in media as they are from experiences they have had in the real world. In either case, however, humans do not learn deeply from random experiences. They learn best from experiences that have been designed to recruit affect, help them manage their attention, and give them ways to assess the success of actions they take toward goals. Thus, teaching in the sense of experience design—a task for teachers in schools, as well as media designers and artists of all different sorts—is fundamental to human learning and flourishing. The dissertation defines flourishing in terms of the state of a human being’s allostatic load, a variable which can be measured. Since I am interested how experience designers design sensation to create sense making and sense making that can enhance human flourishing, I am interest in experience design in the arts, a domain that has traditionally been seen as an important source of insight built on sensation. I use examples from traditional and contemporary art in the dissertation. The last chapter is an extended study of the anime Attack on Titan I show how the design of Attack on Titan uses sensation to engender deep contemplation and discussion of complex political, historical, and philosophical issues. The way it achieves this goal has important implications for teaching and learning in and out of school.
ContributorsZhang, Qing (Author) / Gee, James P (Thesis advisor) / Gee, Elisabeth R (Thesis advisor) / Glenberg, Arthur M (Committee member) / Arizona State University (Publisher)
Created2022
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Description
I recently established the gleam-glum effect confirming in both English and Mandarin that words with the /i/ vowel-sound (like “gleam”) are rated more emotionally positive than matched words with the /ʌ/ vowel-sound (like “glum”). Here I confirm that these vowel sounds also influence the semantic perception of monosyllabic pseudo-words.

I recently established the gleam-glum effect confirming in both English and Mandarin that words with the /i/ vowel-sound (like “gleam”) are rated more emotionally positive than matched words with the /ʌ/ vowel-sound (like “glum”). Here I confirm that these vowel sounds also influence the semantic perception of monosyllabic pseudo-words. In Experiment 1, 100 participants rated 50 individual /i/ monosyllabic pseudo-words (like “zeech”) as significantly more positive than 50 matched /ʌ/ pseudo-words (like “zuch”), replicating my previous findings with real words. Experiment 2 assessed the gleam-glum effect on pseudo-words using a forced-choice task. Participants (n = 148) were presented with the 50 pairs of pseudo-words used in Experiment 1 and tasked to guess the most likely meaning of each pseudo-word by matching them with one of two meaning words that were either extremely positive or extremely negative in affective valence (Warriner et al., 2013). I found a remarkably robust effect in which every one of the 50 pseudo-word pairs was on average more likely to have the /i/ word matched with the positive meaning word and /ʌ/ word with the negative one (exact binomial test, p < .001, z = 7.94). The findings confirm that the gleam-glum effect facilitates bootstrapping meaning of words from their pronunciations. These findings coupled with previous real word findings (Yu et al., in press), showing not only that the effect encompasses the entire English lexicon but can also be explained with an embodied facial musculature mechanism, is consistent with the idea that sound symbolism may shape vocabulary use of a language over time by influencing semantic perception.
ContributorsYu, Shin-Phing (Author) / McBeath, Michael K. (Thesis advisor) / Glenberg, Arthur M. (Thesis advisor, Committee member) / Stone, Gregory (Committee member) / Benitez, Viridiana (Committee member) / Arizona State University (Publisher)
Created2021
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How can we understand and pursue sustainability transitions that disrupt everyday practices and social norms? This dissertation finds potential answers to this fundamental sustainability governance question in Arizona utilities’ efforts to legitimate wastewater as a drinking water source. Due to widespread public concern regarding the direct potable reuse of wastewater

How can we understand and pursue sustainability transitions that disrupt everyday practices and social norms? This dissertation finds potential answers to this fundamental sustainability governance question in Arizona utilities’ efforts to legitimate wastewater as a drinking water source. Due to widespread public concern regarding the direct potable reuse of wastewater (DPR), utilities and other stakeholders have developed innovative governance approaches. By offering tastings of DPR water (often in the form of beer), utilities create spaces for deliberation within a traditionally top-down policy planning paradigm, and furthermore, invite feelings—emotions and bodily sensations—into policymaking. This dissertation explores and advances Arizona's emerging transition to deliberative water governance through three distinct investigations. The first of these, an institutional analysis based on interviews with 34 regional stakeholders and observations at 56 water industry meetings, identifies direct experiences with DPR (e.g., tastings) as a pivotal strategy to institutionalize new wastewater practices. The second investigation examines utility-sponsored initiatives to promote DPR and finds that, instead of assuming that consumers behave as rational choice or bounded rationality would predict, water utilities’ use of drinking water tastings reflects a new normative assumption, termed embodied rationality. The third investigation applies embodied rationality in action research with skeptical consumers and reuse industry stakeholders to co-design an exhibit about DPR that engaged more than 1,100 people. Drawing insights from the literatures of embodied and enacted cognition, practice theory, organizational institutionalism, sustainability transitions management, and design research, this dissertation proposes an analytical approach, normative framework, and practical tools for collaboratively addressing real-world sustainability challenges.
ContributorsManheim, Marisa (Author) / White, Dave (Thesis advisor) / Spackman, Christy (Committee member) / Eakin, Hallie (Committee member) / Arizona State University (Publisher)
Created2024