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This dissertation describes Space Vector 1 and Space Vector 2, two video games that introduce Newtonian mechanics concepts. Space Vector 1 is a side-scrolling game, in which players choose to drop bombs or supplies. Players had to identify if the physics was correct during a mission, or they

This dissertation describes Space Vector 1 and Space Vector 2, two video games that introduce Newtonian mechanics concepts. Space Vector 1 is a side-scrolling game, in which players choose to drop bombs or supplies. Players had to identify if the physics was correct during a mission, or they had to plot the trajectory of a falling object, which was then simulated. In Space Vector 2, players were given velocity and acceleration values and had to plot the trajectory of a spaceship across a grid, or players were given a trajectory of a spaceship on a grid and had to program the velocity and acceleration values to produce the trajectory. Space Vector 1 was evaluated with 65 college undergraduates. Space Vector 2 was evaluated with 18 high school students. All participants were given a subset of the Force Concept Inventory, a standard assessment tool in physics education, as a pretest and posttest. Space Vector 1 was evaluated with a single group pretest-posttest design. Space Vector 2 was evaluated with a 2 x 2 ANOVA, where the factors were game mechanic (prediction mechanic or programming mechanic) and bonus questions (bonus question after a mission or no bonus question). Bayesian statistical methods were used for the data analysis. The best estimate for the average change in test scores for Space Vector 1 was a score gain of 1.042 (95% Highest Density Interval (HDI) [0.613, 1.487]) with an effect size of 0.611 (95% HDI [0.327, 0.937]). The best estimate for the grand mean of change scores in Space Vector 2 was an increase of 0.78 (95% HDI [-0.3, 1.85]) with an effect size of 0.379 (95% HDI [-0.112, 0.905]). The prediction
o bonus question version produced the largest change in score, where the best estimate for the mean change score was an increase of 1.2. The estimation intervals for the Space Vector 2 results were wide, and all included zero as a credible value.
ContributorsKeylor, Eric Karl (Author) / Gee, James P. (Thesis advisor) / Stevens, Scott M. (Committee member) / Nelson, Brian C. (Committee member) / Atkinson, Robert K. (Committee member) / Arizona State University (Publisher)
Created2014
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Description
Scholars have diversified notions of sovereignty with indigenous frameworks ranging from native sovereignty to cultural sovereignty. Within this range, there exists only a small body of research investigating technology in relation to indigenous sovereignty, excepting the colonial implications of guns, germs, film, and literacy. Furthermore, there is a lack

Scholars have diversified notions of sovereignty with indigenous frameworks ranging from native sovereignty to cultural sovereignty. Within this range, there exists only a small body of research investigating technology in relation to indigenous sovereignty, excepting the colonial implications of guns, germs, film, and literacy. Furthermore, there is a lack of inquiry on how indigenous peoples operationalize their sovereignty through designs and uses of technology that combine emerging digital media technologies, old electronic media, and traditional indigenous media. This “indigenous convolution media” leads to what is referred to in this research as Indigenous Technological Sovereignty or “Tecno-Sovereignty.”

This dissertation begins to address knowledge gaps regarding the dynamic relationship between technology and indigenous sovereignty, and it posits that Tecno-Sovereignty is operationalized when indigenous groups exercise their own self-determined designs and uses of mediums and media to address their particular needs and desires. Therefore, Tecno-Sovereignty is comprised of the social, cultural, political, and economic effects of indigenous technology. This dissertation, a compendium of essays, presents an indigenous theory of media and sovereignty: defining a vision of Tecno-Sovereignty; arguing the purpose and importance of Tecno-Sovereignty; demonstrating how Tecno-Sovereignty is operationalized; and revealing capacity-building recommendations for the further development of indigenous technological sovereignty. Additionally, this research, through an exhibition of indigenous convolution media, calls attention to indigenous praxes of art, technology, and learning that are both grounded by and support the theories proposed in this research.
ContributorsMartinez, Christopher (Author) / Brayboy, Bryan Mck. J. (Thesis advisor) / Gee, James P. (Thesis advisor) / Long, Elenore (Committee member) / Arizona State University (Publisher)
Created2015
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Description
As enrollment in postsecondary education increases, colleges and universities increasingly rely heavily on the use of the Internet as a means of communication with their students. Upon students' admission, institutional webpage messaging shifts to messages about students' new affiliation with the institution in their situated identity - a college student.

As enrollment in postsecondary education increases, colleges and universities increasingly rely heavily on the use of the Internet as a means of communication with their students. Upon students' admission, institutional webpage messaging shifts to messages about students' new affiliation with the institution in their situated identity - a college student. Unlike continuing-generation students, first-generation college students are not institutional legacies and must learn how and what it means to be a college student through other means. This study examined the situated identity construction and website experiences of 23 first-year first- and continuing-generation college freshmen attending a summer transition program at Western University (WU). Using a multifaceted approach, this study analyzed how first-generation students made meaning of and used institutional website messaging as they constructed their college student identities. The following steps were used to collect data: a questionnaire, eight observations, a focus group with first-generation participants, one-on-one interviews with two focus group participants, and three interviews with WU staff members responsible for their college or unit webpages for first-year students. Findings utilizing critical discourse analysis revealed answers to several guiding questions focusing on situated identities construction and enactment; multiple and salient identities are at work; the Discourses and impact of WU webpages on first-generation students; how first-generation students experience, make meaning of, and use WU website messaging as they construct their situated identity; and feelings of belonging, marginalization, and mattering experienced by first-generation students through website messaging. Results highlighted differences between the first-generation and continuing-generation students' perception and enactment of the situated identity. Although first-generation students used the website as a tool, they used different ways to gain access into the WU Discourse. Both students and staff members enacted multiple salient identities as they enacted their situated identities, and the multiple salient identities of the WU website designers were highly influential in the website Discourse. Findings have implications for WU institutional practices that could facilitate earlier and more simplified access to the WU Discourse, and findings generated a new model of situated identity construction in Discourse.
ContributorsSumner, Carol A (Author) / Rund, James A. (Thesis advisor) / Ewing, Kris (Thesis advisor) / Gee, James P. (Committee member) / Arizona State University (Publisher)
Created2011