Matching Items (38)
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Description
Web-based learning resources have been criticized as being developed with minimal consideration as to the effectiveness of the design principles or guidelines used to create them. Extraneous material is oftentimes present and necessary for learners to engage in effective learning with multimedia learning material. Signaling learners towards important information between

Web-based learning resources have been criticized as being developed with minimal consideration as to the effectiveness of the design principles or guidelines used to create them. Extraneous material is oftentimes present and necessary for learners to engage in effective learning with multimedia learning material. Signaling learners towards important information between images and corresponding text has been shown to be an effective method for providing learners a way to quickly find information between the two parts of the learning material. However, not all signaling methods are equally effective in all applications. This study investigates a novel signaling method, using spatial isolation of text, as a way to signal learners in a web-based format compared to a traditional highlighting method and a non-signaled control group. Improved learning performance was observed for knowledge retention using text isolation as the signaling method, but no other significant effects were observed between the other conditions. Additionally, transfer of knowledge across all conditions showed no significant differences either. While minimal support for the effectiveness of isolated text signaling was demonstrated, the statistical means trend across all post-test knowledge assessments suggest that further evaluation of the novel signaling method is justified.
ContributorsChin, Joshua (Author) / Craig, Scotty D. (Thesis advisor) / Branaghan, Russell (Committee member) / Roscoe, Rod (Committee member) / Arizona State University (Publisher)
Created2017
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Description
The goal of this experiment is to observe the relation between synchrony and performance in 3-person teams in a simulated Army medic training environment (i.e., Monitoring Extracting and Decoding Indicators of Cognitive workload: MEDIC). The cardiac measure Interbeat-Interval (IBI) was monitored during a physically oriented, and a cognitively oriented

The goal of this experiment is to observe the relation between synchrony and performance in 3-person teams in a simulated Army medic training environment (i.e., Monitoring Extracting and Decoding Indicators of Cognitive workload: MEDIC). The cardiac measure Interbeat-Interval (IBI) was monitored during a physically oriented, and a cognitively oriented task. IBI was measured using NIRS (Near-Infrared Spectrology), and performance was measured using a team task score during a balance board and puzzle task. Synchrony has not previously been monitored across completely different tasks in the same experiment. I hypothesize that teams with high synchrony will show high performance on both tasks. Although no significant results were discovered by the correlational analysis, a trend was revealed that suggests there is a positive relationship between synchrony and performance. This study has contributed to the literature by monitoring physiological measures in a simulated team training environment, making suggestions for future research.
ContributorsFedele, Michael A (Author) / Cooke, Nancy J. (Thesis advisor) / Gray, Rob (Committee member) / Roscoe, Rod (Committee member) / Arizona State University (Publisher)
Created2016
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Description
Visual aides, such as PowerPoint slides, hand-outs, and lecture notes on whiteboards, are often used in classrooms to convey important content to learners, especially in high school and college. When using these visual learning aides, it is important to consider which qualities of these presentations can affect learning— positively or

Visual aides, such as PowerPoint slides, hand-outs, and lecture notes on whiteboards, are often used in classrooms to convey important content to learners, especially in high school and college. When using these visual learning aides, it is important to consider which qualities of these presentations can affect learning— positively or negatively—and how those qualities interact with individual student characteristics. In the present study, we examine the overlap between audio and text and how the effects of overlap potentially interact with reading comprehension abilities. The examination of these potential influences on learning in this study is inspired by Cognitive Load Theory, the Dual-Channel Assumption, and prior research.
ContributorsHarry, Danielle (Author) / McNamara, Danielle (Thesis director) / Presson, Clark (Committee member) / Jackson, Tanner (Committee member) / Roscoe, Rod (Committee member) / Barrett, The Honors College (Contributor) / College of Liberal Arts and Sciences (Contributor)
Created2012-12
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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
Storytelling is innately human, and research has shown it has the powerful ability to "transport" people into a narrative. Literature on the topic of immersion discusses how technology form perceptual illusions to make a user feel detached from reality and create an impactful escapist experience. By examining and synthesizing relevant

Storytelling is innately human, and research has shown it has the powerful ability to "transport" people into a narrative. Literature on the topic of immersion discusses how technology form perceptual illusions to make a user feel detached from reality and create an impactful escapist experience. By examining and synthesizing relevant literature, key methods of storytelling used in theme parks, museums, and virtual environments that are used to deepen immersive experiences were identified. A model of the demonstrated techniques and methods for facilitating immersion through storytelling in these varying contexts has been created to suggest that these methods can be applied to other settings to foster a richer experience for users and guests.
ContributorsWalker, Natalie Simone (Author) / Roscoe, Rod (Thesis director) / Meier, Matt (Committee member) / Department of Psychology (Contributor) / School of Art (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description

Immersion has become a key buzzword in the theme park industry, with many themed lands and attractions being designed with this objective in mind. This paper defines immersion through the concept of the ironic imagination and examines its role in theme park attractions. A literature review was first conducted to

Immersion has become a key buzzword in the theme park industry, with many themed lands and attractions being designed with this objective in mind. This paper defines immersion through the concept of the ironic imagination and examines its role in theme park attractions. A literature review was first conducted to identify general design principles for the creation of immersive theme park attractions. Authentic settings that utilize all of the senses were considered first, along with a system of positive and negative cues for evaluating immersive experiences. The importance of simple and emotional stories was also addressed, before investigating the role that employees and guests play in an immersive attraction. Eight design principles were identified, and using these principles a blue sky design for an immersive theme park attraction was developed. An overview of the attraction is included and accompanied by an analysis of how the design principles were applied.

Created2021-05
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Description

This paper explores the technological systems used by Arizona State University’s Housing department during the course of 2020-2021 and 2021-2022 school years at the height of the COVID-19 pandemic which struck the state of Arizona. The COVID-19 epidemic is the largest pandemic in recent memory. It has affected all walks

This paper explores the technological systems used by Arizona State University’s Housing department during the course of 2020-2021 and 2021-2022 school years at the height of the COVID-19 pandemic which struck the state of Arizona. The COVID-19 epidemic is the largest pandemic in recent memory. It has affected all walks of life, from social economic damages, widespread panic and the rise of civil unrest. One of the most profound effects from this generation of students is the impact it has had in all levels of education from kindergarten to graduate school. The American education system has been heavily affected since the pandemic first started. Due to the lockdowns, traditional education practices such as in-person classrooms, class labs, and even the psychological impact of physical distancing has affected students’ educational experiences. This disruption has also greatly affected our college system. In response to problems such as the lockdowns, slow rate of infections per student, many colleges have made extensive use of technological aids, substitutes, and systems to combat the damage done to the education system. This resulted in switching of in-person course work to online based assignments and tests. The colleges response to the pandemic has not only been online, but in-person as well. ASU has adopted a variety of systems to track its students’ and employees’ health statuses. This is done via the use of the Daily Heath Check System (an application used by ASU to track the health of both students and faculty), and the use of randomized testing. This enabled the tracking and monitoring of the rate of infections within the ASU community. ASU has also installed hand sanitizer machines in every building as well as providing a supply of health and safety equipment to necessary staff. These systems, products, and preventative practices have been put into place for the protection of not only the students but employees of ASU. However, one key consideration about the adoption of these measures, is whether or not they are truly effective. One of the areas explored are the problems with the adoption of these systems and how they were implemented. Meaning that these systems adopted resulted in either less then successful outcomes or causing student displeasure towards the systems that were implemented.

ContributorsGalindez, Jonah (Author) / Chiou, Erin (Thesis director) / Roscoe, Rod (Committee member) / Barrett, The Honors College (Contributor) / Human Systems Engineering (Contributor)
Created2021-12
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Description
Although knowledge about effective teaching and learning exists, and theories of change strategies are considered, the lack of the understanding of the behavior of engineering faculty during curricular change remains a major contributor against robust efforts for change. In this work, faculty adaptability is conceptualized as self-regulation during curricular change.

Although knowledge about effective teaching and learning exists, and theories of change strategies are considered, the lack of the understanding of the behavior of engineering faculty during curricular change remains a major contributor against robust efforts for change. In this work, faculty adaptability is conceptualized as self-regulation during curricular change. Faculty participants were recruited from two divergent curricular change contexts: one that is prescribed with interdependence while the other is emergent with uncertainty. In this study, attitude toward context’s strength is conceptualized along the four dimensions of clarity, consistency, constraints, and consequences of the context, while faculty’s self-efficacy and willingness for adaptability are conceptualized along the three dimensions of planning, reflecting, and adjusting. This study uses a mixed method, quantitative-qualitative, sequential explanatory research design. The quantitative phase addresses the question of “How does faculty group in the first context differ from faculty group in the second context in terms of self-efficacy and willingness for planning, adjusting, and reflecting?” The qualitative phase addresses the question of “How do faculty respond to curricular change, as exhibited in their activities of planning, adjusting, and reflecting during change?” Findings point to differences in patterns of correlations between attitude toward context with both self-efficacy and willingness across the two contexts, even though analysis showed no significant differences between attitude toward context, self-efficacy, and willingness across the two contexts. Moreover, faculty participants’ willingness for adjusting, in both contexts, was not correlated with neither attitude toward context’s clarity nor constraints. Furthermore, in the prescribed context, Group A faculty (self-identified as Lecturers, Senior Lecturers, or Adjunct Faculty) showed higher willingness for planning, adjusting, and reflecting activities, compared to Group B faculty (self-identified as Assistant, Associate or Full Professors). Also, in the prescribed context, Group A faculty showed no overall significant correlation with attitude toward context. This study has implications on the way change is conceived of, designed, and implemented, when special attention is given to faculty as key change agents. Without the comprehensive understanding of the adaptability of faculty as key change agents in the educational system, the effective enacting of curricular change initiatives will remain unfulfilled.
ContributorsAli, Hadi (Author) / McKenna, Ann (Thesis advisor) / Bekki, Jennifer (Committee member) / Roscoe, Rod (Committee member) / Arizona State University (Publisher)
Created2021
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Description
Cyber operations are a complex sociotechnical system where humans and computers are operating in an environments in constant flux, as new technology and procedures are applied. Once inside the network, establishing a foothold, or beachhead, malicious actors can collect sensitive information, scan targets, and execute an attack.Increasing defensive capabilities through

Cyber operations are a complex sociotechnical system where humans and computers are operating in an environments in constant flux, as new technology and procedures are applied. Once inside the network, establishing a foothold, or beachhead, malicious actors can collect sensitive information, scan targets, and execute an attack.Increasing defensive capabilities through cyber deception shows great promise by providing an opportunity to delay and disrupt an attacker once network perimeter security has already been breached. Traditional Human Factors research and methods are designed to mitigate human limitations (e.g., mental, physical) to improve performance. These methods can also be used combatively to upend performance. Oppositional Human Factors (OHF), seek to strategically capitalize on cognitive limitations by eliciting decision-making errors and poor usability. Deceptive tactics to elicit decision-making biases might infiltrate attacker processes with uncertainty and make the overall attack economics unfavorable and cause an adversary to make mistakes and waste resources. Two online experimental platforms were developed to test the Sunk Cost Fallacy in an interactive, gamified, and abstracted version of cyber attacker activities. This work presents the results of the Cypher platform. Offering a novel approach to understand decision-making and the Sunk Cost Fallacy influenced by factors of uncertainty, project completion and difficulty on progress decisions. Results demonstrate these methods are effective in delaying attacker forward progress, while further research is needed to fully understand the context in which decision-making limitations do and do not occur. The second platform, Attack Surface, is described. Limitations and lessons learned are presented for future work.
ContributorsJohnson, Chelsea Kae (Author) / Gutzwiller, Robert S (Thesis advisor) / Cooke, Nancy (Committee member) / Shade, Temmie (Committee member) / Ferguson-Walter, Kimberly (Committee member) / Roscoe, Rod (Committee member) / Gray, Rob (Committee member) / Arizona State University (Publisher)
Created2022
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Description
Educational technologies can be great tools for learning. The implementation of learning aids and scaffolds within these technologies often make them effective; however, due to various problems, students may take more passive approaches to learning when using these educational tools. This tends to lead to interactions that impair learning. This

Educational technologies can be great tools for learning. The implementation of learning aids and scaffolds within these technologies often make them effective; however, due to various problems, students may take more passive approaches to learning when using these educational tools. This tends to lead to interactions that impair learning. This study approaches this issue by reexamining the learner’s role when interacting with educational technologies. Specifically, the current study attempts to support learning and perceptions by inviting students to approach a learning task like an interface designer or instructional designer. These roles derive from a previous study on higher agency roles. The results of the current study indicate that participants learned across all conditions, suggesting the assignment of roles may not impair learning. However, learning outcomes did not differ between conditions. Additionally, the interface designer and instructional designer roles were more critical of the sounds and organizations of each video than the learner role. Limitations of the study and future directions are discussed.
ContributorsArnold, Samuel Troy (Author) / Roscoe, Rod (Thesis advisor) / Craig, Scotty (Committee member) / Niemczyk, Mary (Committee member) / Arizona State University (Publisher)
Created2020