Matching Items (33)
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Description
The purpose of this study was to investigate the use of the design characteristics component of the Jeffries/National League for Nursing Framework for Designing, Implementing, and Evaluating Simulations when developing a simulation-based approach to teaching structured communication to new graduate nurses. The setting for the study was a medium sized

The purpose of this study was to investigate the use of the design characteristics component of the Jeffries/National League for Nursing Framework for Designing, Implementing, and Evaluating Simulations when developing a simulation-based approach to teaching structured communication to new graduate nurses. The setting for the study was a medium sized tertiary care hospital located in the southwestern United States. Participants in the study were an instructional designer (who also served as the researcher), two graduate nursing education specialists, one unit based educator, and 27 new graduate nurses and registered nurses who had been in practice for less than six months. Design and development research was employed to examine the processes used to design the simulation, implementation of the simulation by faculty, and course evaluation data from both students and faculty. Data collected from the designer, faculty and student participants were analyzed for evidence on how the design characteristics informed the design and implementation of the course, student achievement of course goals, as well as student and faculty evaluation of the course. These data were used to identify the strengths and weaknesses of the model in this context as well as suggestions for strengthening the model. Findings revealed that the model generally functioned well in this context. Particular strengths of the model were its emphasis on problem-solving and recommendations for attending to fidelity of clinical scenarios. Weaknesses of the model were inadequate guidance for designing student preparation, student support, and debriefing. Additionally, the model does not address the role of observers or others who are not assigned the role of primary nurse during simulations. Recommendations for strengthening the model include addressing these weaknesses by incorporating existing evidence in the instructional design of experiential learning and by scaffolding students during problem-solving. The results of the study also suggested interrelationships among the design characteristics that were not previously described; further exploration of this finding may strengthen the model. Faculty and instructional designers creating clinical simulations in this context would benefit from using the Jeffries/National League for Nursing Model, adding external resources to supplement in areas where the model does not currently provide adequate guidance.
ContributorsWilson, Rebecca D (Author) / Klein, James D. (Thesis advisor) / Hagler, Debra (Committee member) / Savenye, Wilhelmina (Committee member) / Arizona State University (Publisher)
Created2011
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Washington State University Everett could benefit from a Blackboard® online orientation course prior to their first credited online course. Research included results from student satisfaction surveys and focus groups. It was determined through both quantitative and qualitative data that students who opt into an online orientation course have the potential

Washington State University Everett could benefit from a Blackboard® online orientation course prior to their first credited online course. Research included results from student satisfaction surveys and focus groups. It was determined through both quantitative and qualitative data that students who opt into an online orientation course have the potential for increased satisfaction and success with online coursework throughout their degree-completion experience. Once this determination was made, a fully-functioning Blackboard® orientation course was designed and developed. The course has been tested by faculty and is ready for Fall 2017 deployment as a voluntary online orientation for any student already admitted to WSU Everett.
ContributorsWilder, Corrie (Author) / Brumberger, Eva (Degree committee member) / D'Angelo, Barbara J. (Degree committee member) / Arizona State University (Publisher)
Created2017-03-20
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Description
The traditional analysis, design, develop, implement, and evaluate (ADDIE) model is inadequate for dealing with the instructional design requirements of today’s constantly evolving world. This reality is especially true at the National Simulation Center where medicine and technology are constantly changing. To provide the best care for the nation’s veterans,

The traditional analysis, design, develop, implement, and evaluate (ADDIE) model is inadequate for dealing with the instructional design requirements of today’s constantly evolving world. This reality is especially true at the National Simulation Center where medicine and technology are constantly changing. To provide the best care for the nation’s veterans, the educational products must too reflect the current state of medicine.

The Agile ADDIE Framework was developed to overcome challenges such as a constantly changing domain, external threats to the development process, and the need for expedited timelines while still creating quality products. Using agile theory, including the agile manifesto, as a theoretical framework, the Agile ADDIE Framework was created. The Agile ADDIE Framework implements agile elements into the traditional ADDIE model, such as an iterate, assess, and align (IAA) cycle in an effort to increases in flexibility, quality, and efficiency.

A mixed method action research project reviewed the impact that agile elements had on the ADDIE model at the National Simulation Center. The working group participants underwent biweekly meetings using scrum methodology. Data collection included pre- and post-intervention interviews, weekly structured reflections, focus groups that occurred throughout the development process, and a burndown log to track performance. Additionally, the course that was created using the Agile ADDIE Framework was compared to a product that was completed using the traditional ADDIE model by a panel of instructional designers.

Participants identified that the Agile ADDIE Framework was able to create a higher-quality product in a shorter amount of time when compared to a training support package developed using the traditional ADDIE model. Several themes emerged from the data, including the Agile ADDIE Framework was perceived to be more flexible and engaging to subject matter experts. There was also a discussion involving lesson learned, limitations, and implications for both practice and the domains. Future research considerations include the implementation of the Agile ADDIE Framework in a more generalized study. This study presents a framework that enables traditional ADDIE model instructional design operations into an agile era.
ContributorsBorgwing, Jonathan Lars (Author) / Rotheram-Fuller, Erin (Thesis advisor) / Parsons, Odas (Committee member) / Crawford, Steven (Committee member) / Arizona State University (Publisher)
Created2020
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Description
Social media platforms have emerged as leading communication channels for social interaction and information sharing in the early part of the 21st century. In an ideal world, social media users should feel that they can interpret the social interactions they witness and the information that is shared on social media

Social media platforms have emerged as leading communication channels for social interaction and information sharing in the early part of the 21st century. In an ideal world, social media users should feel that they can interpret the social interactions they witness and the information that is shared on social media platforms as inherently honest and truthful; however, reality is very different. Social media platforms have become vehicles capable of spreading misinformation quickly and broadly. Information literacy offers a pathway for mitigating the negative consequences of misinformation found within various forms of content provided that instruction is contextually defined and applicable to the current information environment. A cognitive framework was used to help facilitate greater efficiency of learning information literacy practices.

The purpose of this study was to investigate the relationships between cognitive engagement and learning performance on an instructional module about misinformation on social media. A total of 133 undergraduate students participated in the study. They were surveyed for demographic characteristics, social media activity, and self-efficacy before being randomly assigned to one of four instructional conditions (passive, active, constructive, control). Additional measures included a pre-test, post-test and an instrument measuring users’ satisfaction with their instructional experience.

The study produced several statistically significant differences: (a) in the ability of demographic factors encompassing age, gender and years in college to predict the prior knowledge of misinformation on social media; (b) between the means of the three treatment and one control groups and their scores on the post-test assessment controlling for prior knowledge; and (c) between the means of the three treatment and one control groups and time necessary to complete instruction. Using a regression analysis, no significant differences were found with respect to information-focused self-efficacy factors being able to predict prior knowledge of misinformation on social media. The findings from this study can contribute to the basis of support for the use of the Interactive, Constructive, Active, Passive (ICAP) framework in assessing the use of cognitive engagement in designing instruction.
ContributorsMartinez, Tome Raymond (Author) / Atkinson, Robert (Thesis advisor) / Zuiker, Steven (Thesis advisor) / Savenye, Wilhelmina (Committee member) / Arizona State University (Publisher)
Created2019
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Description
Content-based instruction, task-based language teaching, and game-mediated learning are three pedagogical approaches that are perceived as effective in second and foreign language education. These approaches share common ground in a sociocultural and functional view of language learning and popularity as engaging classroom strategies in K-12 contexts. However, challenges may exist

Content-based instruction, task-based language teaching, and game-mediated learning are three pedagogical approaches that are perceived as effective in second and foreign language education. These approaches share common ground in a sociocultural and functional view of language learning and popularity as engaging classroom strategies in K-12 contexts. However, challenges may exist in attaining content-integrated language learning goals, designing engaging and efficient language learning tasks, or implementing game-mediated activities in classroom settings. Prior research has suggested an enhanced result in facilitating language learning as well as promoting student participation when combining some of these existing approaches. What is missing is an attempt to blend all three approaches which may lead to a synergistic way of utilizing task-based, game-mediated activities to help achieve the goals of content-integrated language learning. To address this gap in current literature and field practice, I proposed a game-mediated dual learning instructional model that aims to conceptually and practically discuss various ways of blending these aforementioned approaches. In addition, I adopted two analytical frameworks—a close analysis of language-related episodes and a three-step multimodal analysis of learners’ participation—to provide empirical evidence for participants’ language production and multimodal participation during a game-mediated project. This qualitative-driven study took place in a physics class in an independent high school in the northeastern U.S. from January to March 2022. Data sources for the project included (1) audio and video recorded data, and (2) observational data such as student-oriented notes taken during the stay at the research site. The findings of this project illustrate the diverse opportunities for language learning through participating in collaborative, game-mediated, and task-based activities. The findings also suggest that participants adopted multimodal ways of communication when engaging in these activities. This project contributes to the literature on game-mediated second and foreign language education by adopting an interdisciplinary approach to propose a new way of integrating several pedagogical approaches, while also providing an empirical account of this instructional model.
ContributorsGao, Yuchan (Author) / Gee, Elisabeth R. (Thesis advisor) / Bernstein, Katie (Committee member) / Reinhardt, Jonathon (Committee member) / Sykes, Julie (Committee member) / Arizona State University (Publisher)
Created2023
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Research suggests there is no significant difference in outcomes for online learners and on-campus learners. Several decades of online learning have also consistently demonstrated online students are less likely to persist than those students attending on campus. The Community of Inquiry (CoI) framework describes social presence, teaching presence, and cognitive

Research suggests there is no significant difference in outcomes for online learners and on-campus learners. Several decades of online learning have also consistently demonstrated online students are less likely to persist than those students attending on campus. The Community of Inquiry (CoI) framework describes social presence, teaching presence, and cognitive presence as components of a quality online learning experience, and research links these three constructs to student retention. Using the lens of the CoI framework, this mixed methods action research study sought to increase social presence and teaching presence in asynchronous online courses at Davenport University using embedded video feedback mechanisms, in support of student persistence and retention. The Community of Inquiry survey instrument was used to quantitatively measure the changes in social presence and teaching presence between courses with and without the video feedback mechanisms. Qualitative research interviews were conducted to probe for meaning and a greater understanding of both student and instructor experiences in the courses. Results of the study indicated small but significant gains in teaching presence, but other quantitative measures showed no changes with the introduction of the videos. Qualitative analysis suggests that students who watched the instructor videos reported higher levels of teaching presence for several subconstructs of teaching presence and social presence. However, the qualitative analysis also suggested that many students did not watch the instructor videos, and thus did not benefit from any increased presence. Student discussion response videos yielded similar results qualitatively, with benefits demonstrated by those students who watched the videos but none by those who abstained.
ContributorsMiller, Brian John-Suydam (Author) / Salik, Steve (Thesis advisor) / Nelson, Brian (Committee member) / Nyambane, Gerald (Committee member) / Arizona State University (Publisher)
Created2022
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Description
This mixed methods action research study set out to solve the problem of practice involving a faculty member’s struggle to maintain active learning teaching and strategies during the transition of face-to-face to online modalities. Using a self-developed intervention called the Active Learning Course Planning Map, a new instructional design model

This mixed methods action research study set out to solve the problem of practice involving a faculty member’s struggle to maintain active learning teaching and strategies during the transition of face-to-face to online modalities. Using a self-developed intervention called the Active Learning Course Planning Map, a new instructional design model is presented with a case study discussing the implications of use in an online course design and development process. Additionally, the faculty perspective was explored using the Active Learning Course Planning Map that encouraged active learning through reflection and collaboration between an instructional designer and faculty member. Initial findings suggested that the use of the Active Learning Course Planning Map, along with the collaborative work with an instructional designer was an asset that helped in the planning and execution of online courses.
ContributorsStamper, Blair (Author) / Salik, Steve (Thesis advisor) / Wolf, Leigh (Committee member) / Pyke, J. Garvey (Committee member) / Arizona State University (Publisher)
Created2022
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Description
Clickers are a common part of many classrooms across universities. Despite the widespread use, education researchers disagree about how to best use these tools and about how they impact students. Prior work has shown possible differential impacts of clickers based on demographic indicators, such as age, gender, and ethnicity. To

Clickers are a common part of many classrooms across universities. Despite the widespread use, education researchers disagree about how to best use these tools and about how they impact students. Prior work has shown possible differential impacts of clickers based on demographic indicators, such as age, gender, and ethnicity. To explore these topics a two-part project was designed. First, a literature review was completed focusing on past and current clicker practices and the research surrounding them. Second, original data, stratified by demographic characteristics, was collected on student perceptions of clickers. The literature review revealed that not all uses of clickers are created equal. Instructors in higher education first introduced clickers to enhance traditional pedagogies by simplifying common classroom tasks (e.g. grading, attendance, feedback collection). More recently, instructors pair clickers and novel pedagogies. A review of the identified benefits and drawbacks for students and instructors is provided for both approaches. Instructors can use different combinations of technological competency and pedagogical content knowledge that lead to four main outcomes. When instructors have both technological competency and pedagogical content knowledge, all the involved parties, students and instructors, benefit. When instructors have technological competency but lack pedagogical content knowledge, instructors are the main benefactors. When instructors have pedagogical content knowledge alone, students can benefit, but usefulness to the instructor decreases. When instructors have neither technological competency nor pedagogical content knowledge, no party benefits. Beyond these findings, recommendations are provided for future clicker research. Second, the review highlighted that clickers may have a differential impact on students of different demographic groups. To explore this dynamic, an original study on student views of clickers, which included demographic data, was conducted. The original study does not find significantly different enthusiasm for clickers by demographic group, unlike prior studies that explored some of these relationships. However, white students and male students are overrepresented in the group that does not enjoy clickers. This conclusion is supported by visual observations from the means of the demographic groups. Overall, based on the review of the literature and original research, if instructors pair clickers with validated pedagogies, and if researchers continue to study clicker classrooms, including which students like and benefit from clickers, clickers may continue to be a valuable educational technology.
ContributorsChambers, Elijah Lorenzo (Author) / Henderson, Joesph (Thesis advisor) / Ellison, Karin (Thesis advisor) / Chew, Matthew (Committee member) / Arizona State University (Publisher)
Created2020
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Description
The purpose of this study was to increase microlearning training module usage and completions by 10–15% over a 30-day period by including evaluation in the design and development of a new microlearning training module in the golf equipment industry. Evaluation was conducted using a bespoke evaluation tool, which was designed

The purpose of this study was to increase microlearning training module usage and completions by 10–15% over a 30-day period by including evaluation in the design and development of a new microlearning training module in the golf equipment industry. Evaluation was conducted using a bespoke evaluation tool, which was designed and developed using design thinking methodology. The evaluation tool was applied to two previously designed microlearning modules, Driver Distance B and Driver Distance C, both of which served as comparisons for the new module’s completion data. Evaluation reports were generated that informed the development of the new module, named Golf Software. This action research study was grounded in constructivist learning theory, design thinking, and dashboards research. A nested, case study-mixed methods (CS- MM) design and a sequential qualitative to quantitative design were used. Research was conducted with the Knowledge Management Department at Ping, an original golf equipment manufacturer (OEM) in Phoenix, Arizona. Participants included three eLearning Designers, which included the researcher as a participant observer. Qualitative data included interviews, reflective researcher journal, and artifacts such as the new microlearning training module and evaluation reports. Quantitative data included completion numbers collected from the organization’s learning management system (LMS) and email campaign service. Findings from this study were mixed, with the new module’s completion numbers 20.27% greater than Driver Distance C and 7.46% lower than the Driver Distance B. The objective of this study was not met, but outcomes provided valuable information about incorporating evaluation in the Knowledge Management Department’s instructional design process.
ContributorsRegan, Elizabeth (Author) / Marsh, Josephine P (Thesis advisor) / Leahy, Sean (Committee member) / Gretter, Sarah (Committee member) / Arizona State University (Publisher)
Created2020
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Description
This study employed Participatory Action Research (PAR) which applied critical pedagogy, actor-network theory, and social network theory to create and implement an Application Framework for Critical Pedagogy (AFCP) with the goal of making critical pedagogy more broadly accessible to a wider range of faculty in higher education. Participants in the

This study employed Participatory Action Research (PAR) which applied critical pedagogy, actor-network theory, and social network theory to create and implement an Application Framework for Critical Pedagogy (AFCP) with the goal of making critical pedagogy more broadly accessible to a wider range of faculty in higher education. Participants in the study included faculty, staff, and students from Watts College of Public Service and Community Solutions of Arizona State University, and data was collected in the form of surveys, interviews, written interactions, and video observations of multidisciplinary committee meetings to build the framework. The study concluded with a functional framework from which faculty and instructional designers alike can work to create better, more effective courses. Including participants of diverse backgrounds, varying power levels, and sometimes opposing perspectives in the study created a diversity of thought and experience which offered the opportunity to refine the purpose, expectations, and specific language of the tool. While the framework is not intended to be a definitive source of critical pedagogy application, this refinement allows the possibility that more faculty, instructional designers, and other higher education stakeholders may find utility in the revised framework as a tool for self-advocating and for professional pedagogical growth.
ContributorsMathis Burnett, Mary (Author) / Wolf, Leigh G (Thesis advisor) / Toth, Meredith (Committee member) / Gannon, Kevin M. (Committee member) / Arizona State University (Publisher)
Created2020