Matching Items (27)
Description
Analytics are being collected on a day to day basis on just about anything that you can think of. Sports is one of the recent fields that has started implementing the tool into their game. Analytics can be described as an abundance of statistical information that show situational

Analytics are being collected on a day to day basis on just about anything that you can think of. Sports is one of the recent fields that has started implementing the tool into their game. Analytics can be described as an abundance of statistical information that show situational tendencies of other teams and players. It is hypothesized that analytics provide anticipatory information that allows athletes to know what is coming; therefore, allowing them to perform better in real game scenarios. However, it is unclear how this information should be presented to athletes and whether athletes can actually retain the abundance of information given to them. Two different types of presentation methods (Numeric and Numeric plus Graph) and two different amounts of analytic information (High and Low) were compared for baseball players in an online based baseball specific retention survey: High Numeric (excess information shown in spreadsheet format), Low Numeric (key information shown in spreadsheet format), High Numeric plus Graph (excess information shown as a spreadsheet with hitting zone maps), and Low Numeric plus Graph (key information shown as a spreadsheet with hitting zone maps). Athletes produced different retention scores for the type of presentation method given across the whole study. Athletes presented analytic as Numeric plus Graph performed better than athletes in just Numeric condition. Additionally, playing experience had a significant effect on an athlete’s ability to retain analytic information. Athletes with 10 plus years of baseball experience performed better in every condition other than High Numeric plus Graph compared to athletes with less than 10 years of experience. Amount and experience also had an interaction effect that produced statistical significance; those with less experience performed better in conditions with less baseball information given whereas those with more experience were able to handle more baseball information at once. Providing analytic information gives athletes, especially baseball batters, a significant advantage over their opponent; however, ability to retain analytic information depends on how the information is presented and to whom the information is being presented.
ContributorsGin, Andrew B (Author) / Gray, Robert (Thesis advisor) / Cooke, Nancy J. (Committee member) / Craig, Scotty (Committee member) / Arizona State University (Publisher)
Created2020
158443-Thumbnail Image.png
Description
The science, technology, engineering, and math (STEM) education community is interested in using virtual reality (VR) to help students learn STEM knowledge. Prior research also provided evidence that VR learning can increase students’ motivation and learning achievement. However, it was not clear whether the effect of VR on learning was

The science, technology, engineering, and math (STEM) education community is interested in using virtual reality (VR) to help students learn STEM knowledge. Prior research also provided evidence that VR learning can increase students’ motivation and learning achievement. However, it was not clear whether the effect of VR on learning was partly from sensory novelty and whether the effectiveness was sustainable. This study was to satisfy the concern on the sustainability of VR STEM learning in instruction and address the research gaps in exploring the effect of VR on a STEM learning experience with a consideration of novelty.

The study used a mixed-methods experimental design and involved a three-session VR STEM learning intervention. The quantitative data was collected through the intervention by survey questionnaire, session quiz, and pre- and post-tests, while the interviews were taken after the intervention. The structural equation modeling method was used to explore the relationships among factors in the VR learning experience. Longitudinal quantitative comparisons were conducted with the multiple imputation method. Its purpose was to evaluate the changing magnitude of factors across sessions. After quantitative analysis, interview transcripts were analyzed. They were used to triangulate or provide context for understanding of quantitative results.

The results showed that motivation and engagement play a critical mediation role in an effective VR learning experience. While individuals’ psychological responses and motivation may significantly increase in a VR learning experience for novelty, the novelty effect may not steeply decrease when individuals are becoming familiar with the novelty. This phenomenon is more observable in a VR condition having a high degree of immersion and embodiment. In addition, novelty does not necessarily increase learning achievement. The increase of learning achievement is more dependent on a match between the learning content and the learning method. The embodied learning method is appropriate for instructing difficult knowledge and spatial knowledge. Reserving enough time for reflection is important to deep learning in a VR environment.
ContributorsHuang, Wen (Author) / Roscoe, Rod (Thesis advisor) / Johnson, Mina (Committee member) / Craig, Scotty (Committee member) / Arizona State University (Publisher)
Created2020
158244-Thumbnail Image.png
Description
ABSTRACT



The cold and the flu are two of the most prevalent diseases in the world. Many over the counter (OTC) medications have been created to combat the symptoms of these illnesses. Some medications take a holistic approach by claiming to alleviate a wide range of symptoms, while

ABSTRACT



The cold and the flu are two of the most prevalent diseases in the world. Many over the counter (OTC) medications have been created to combat the symptoms of these illnesses. Some medications take a holistic approach by claiming to alleviate a wide range of symptoms, while others target a specific symptom. As these medications become more ubiquitous within the United State of America (USA), consumers form associations and mental models about the cold/flu field. The goal of Study 1 was to build a Pathfinder network based on the associations consumers make between cold/flu symptoms and medications. 100 participants, 18 years or older, fluent in English, and residing in the USA, completed a survey about the relatedness of cold/flu symptoms to OTC medications. They rated the relatedness on a scale of 1 (highly unrelated) to 7 (highly related) and those rankings were used to build a Pathfinder network that represented the average of those associations. Study 2 was conducted to validate the Pathfinder network. A different set of 90 participants with the same restrictions as those in Study 1 completed a matching associations test. They were prompted to match symptoms and medications they associated closely with each other. Results showered a significant negative correlation between the geodetic distance (the number of links between objects in the Pathfinder network) separating symptoms and medications and frequency of pairing symptoms with medication. This provides evidence of the validity of the Pathfinder network. It was also seen that, higher the relatedness rating between symptoms and medications in Study 1, higher the frequency of pairing symptom to medication in Study 2, and the more directly linked those symptoms and medications were in the Pathfinder network. This network can inform pharmaceutical companies about which symptoms they most closely associate with, who their competitors are, what symptoms they can dominate, and how to market their medications more effectively.
ContributorsTendolkar, Tanvi Gopal (Author) / Branaghan, Russell (Thesis advisor) / Chiou, Erin (Committee member) / Craig, Scotty (Committee member) / Arizona State University (Publisher)
Created2020
132352-Thumbnail Image.png
Description
This is a report on an experiment that examines if the principles of multimedia learning outlined in Richard E. Mayer’s journal article, “Using multimedia for e-learning”, located in the Journal of Computer Assisted Learning would apply to haptic feedback used for haptic robotic operation. This was tested by developing

This is a report on an experiment that examines if the principles of multimedia learning outlined in Richard E. Mayer’s journal article, “Using multimedia for e-learning”, located in the Journal of Computer Assisted Learning would apply to haptic feedback used for haptic robotic operation. This was tested by developing and using a haptic robotic manipulator known as the Haptic Testbed (HTB). The HTB is a manipulator designed to emulate human hand movement for haptic testing purposes and features an index finger and thumb for the right hand. Control is conducted through a Leap Motion Controller, a visual sensor that uses infrared lights and cameras to gather various data about hands it can see. The goal of the experiment was to have test subjects complete a task where they shifted objects along a circuit of positions where they were measured on time to complete the circuit as well as accuracy in reaching the individual points. Analysis of subject responses to surveys as well as performance during the experiment showed haptic feedback during training improving initial performance of individuals as well as lowering mental effort and mental demand during said training. The findings of this experiment showed support for the hypothesis that Mayer’s principles do apply to haptic feedback in training for haptic robotic manipulation. One of the implications of this experiment would be the possibility for haptics and tactile senses to be an applicable sense for Mayer’s principles of multimedia learning as most of the current work in the field is mostly focused on visual or auditory senses. If the results of the experiment were replicated in a future experiment it would provide support to the hypothesis that the principles of multimedia learning can be utilized to improve the training of haptic robotic operation.
ContributorsGiam, Connor Dallas (Author) / Craig, Scotty (Thesis director) / Sodemann, Angela (Committee member) / Engineering Programs (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
131772-Thumbnail Image.png
Description
The purpose of this review is to determine how to measure and assess human trust in medical technology. A systematic literature review was selected as the path to understand the landscape for measuring trust up to this point. I started by creating a method of systematically reading through related studies

The purpose of this review is to determine how to measure and assess human trust in medical technology. A systematic literature review was selected as the path to understand the landscape for measuring trust up to this point. I started by creating a method of systematically reading through related studies in databases before summarizing results and concluding with a recommended design for the upcoming study. This required searching several databases and learning each advanced search methods for each in order to determine which databases provided the most relevant results. From there, the reader examined the results, keeping track in a spreadsheet. The first pass through filtered out the results which did not include detailed methods of measuring trust. The second pass took detailed notes on the remaining studies, keeping track of authors, participants, subjects, methods, instruments, issues, limitations, analytics, and validation. After summarizing the results, discussing trends in the results, and mentioning limitations a conclusion was devised. The recommendation is to use an uncompressed self-reported questionnaire with 4-10 questions on a six-point-Likert scale with reversing scales throughout. Though the studies analyzed were specific to medical settings, this method can work outside of the medical setting for measuring human trust.
ContributorsGaugler, Grady (Author) / Chiou, Erin (Thesis director) / Craig, Scotty (Committee member) / Dean, Herberger Institute for Design and the Arts (Contributor) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
131373-Thumbnail Image.png
Description
The relationship between video games and education is something that has been studied extensively in academia. Based upon these studies a new concept was created, gamification. Gamification is the next step in video game research to analyze why video games enhance learning. The interest and research into this concept have

The relationship between video games and education is something that has been studied extensively in academia. Based upon these studies a new concept was created, gamification. Gamification is the next step in video game research to analyze why video games enhance learning. The interest and research into this concept have developed so much so that it has become its own topic area for research. This study is looking to analyze the effect that gamification has on not only learning, but also self-efficacy. Through a choose your own adventure game, the knowledge and self-efficacy of participants will be examined to observe the differences when learning difficult engineering concepts with and without gamification. It is expected that participants that experienced training through gamification will demonstrate deeper learning and higher self-efficacy than trained through a video. Furthermore, it is anticipated that some video trained participants’ self-efficacy will increase; however, their comprehension will be less than participants trained through gamification. The results of this study can help promote the interest in researching gamification and education, while influencing educators to corporate gamification elements when designing their courses. Moreover, this study continued through adaptation and integration into a statics forces class, investigated if the same results can be found within a classroom setting.
ContributorsKanechika, Amber (Author) / Craig, Scotty (Thesis director) / Roscoe, Rod (Committee member) / Engineering Programs (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05
Description
The advancement of technology has transformed information consumption into an accessible and flexible process. The open learning ecosystem that exists online relies on self-direction. Learners are able to effectively fulfill personal learning goals with preferred content forms, specifically by utilizing Massive Open Online Courses (MOOC). It is essential to investigate

The advancement of technology has transformed information consumption into an accessible and flexible process. The open learning ecosystem that exists online relies on self-direction. Learners are able to effectively fulfill personal learning goals with preferred content forms, specifically by utilizing Massive Open Online Courses (MOOC). It is essential to investigate the role of mediums in distributed learning to initiate human-centric design changes that best support the learner. This study provides insight into how choice influences self-learning and highlights the major engagement difficulties of MOOCs. Significant attrition was experienced while issuing text and audio material to participants for three weeks. Although this prevented valid statistical tests from being run, it was clear that text was the most desirable and effective medium. Students that read exhibited the highest comprehension levels and selected it as their de-facto consumption method even if audio was made available. Since this study involved complex topics, this supported the transient information effect. Future studies should focus deeply on the structure of online courses by implementing personable engagement features that improve overall participation rate.
ContributorsWoods, Quintin (Author) / Roscoe, Rod (Thesis advisor) / Craig, Scotty (Committee member) / Branaghan, Russell (Committee member) / Arizona State University (Publisher)
Created2019