Matching Items (27)
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Description
The purpose of this study was to gain a better understanding of how collaborative language learning activities affected student perceptions of their engagement and language self-efficacy in a communicative, flipped language learning classroom in higher education. The new online platforms accompanying many textbooks now allow students to prepare for classes

The purpose of this study was to gain a better understanding of how collaborative language learning activities affected student perceptions of their engagement and language self-efficacy in a communicative, flipped language learning classroom in higher education. The new online platforms accompanying many textbooks now allow students to prepare for classes ahead of time, allowing instructors to use more class time for student engagement in actual language practices. However, there has been little investigation of the effects of this communicative, flipped classroom model on students’ learning processes and outcomes. This mixed methods action research study revealed that the introduction of varied collaborative language learning activities had a positive impact on students’ self-efficacy and engagement as well as provides implications that will be of value to language educators interested in enhancing their use of the communicative, flipped classroom model.
ContributorsRama, Rashmi (Author) / Gee, Elisabeth (Thesis advisor) / Buss, Ray R. (Committee member) / Mayes, Eric (Committee member) / Arizona State University (Publisher)
Created2019
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Description
This research works from in an institutional ethnographic methodology. From this grounded approach, it describes the dialectic between the individual and the discourse of the institution. This work develops a complex picture of the multifarious ways in which institutional discourse has real effects on the working lives of graduate teaching

This research works from in an institutional ethnographic methodology. From this grounded approach, it describes the dialectic between the individual and the discourse of the institution. This work develops a complex picture of the multifarious ways in which institutional discourse has real effects on the working lives of graduate teaching associates (GTAs) and administrative staff and faculty in Arizona State University's Department of English. Beginning with the experiences of individuals as they described in their interviews, provided an opportunity to understand individual experiences connected by threads of institutional discourse. The line of argumentation that developed from this grounded institutional ethnographic approach proceeds thusly: 1) If ASU’s institutional discourse is understood as largely defined by ASU’s Charter as emphasizing access and academic excellence, then it is possible to 2) see how the Charter affects the departmental discourse in the Department of English. This is shown by 3) explaining the ways in which institutional discourse—in conjunction with disciplinary discourses—affects the flow of power for administrative faculty and manifests as, for example, the Writing Programs Mission and Goals. These manifestations then 4) shape the training in the department to enculturate GTAs and other Writing Programs teachers, which finally 5) affects how Writing Programs teachers structure their courses consequently affecting the undergraduate online learning experience. This line of argumentation illustrates how the flow of power in administrative faculty positions like the Department Chair and Writing Program Administrator are institution-specific, entangled with the values of the institution and the forms of institutional discourse including departmental training impact the teaching practices of GTAs. And, although individual work like that done by the WPA to maintain teacher autonomy and the GTAs to facilitate individual access in their online classrooms, the individual is ultimately lost in the larger institutional conversation of access. Finally, this research corroborates work by Sara Ahmed and Stephanie L. Kerschbaum who explain how institutions co-opt intersectional terms such as diversity and access, and that neoliberal institutions' use of these terms are disingenuous, improving not the quality of instruction or university infrastructure but rather the reputation and public appeal of the university.
ContributorsOakley, Abigail (Author) / Goggin, Maureen (Thesis advisor) / Gee, Elisabeth (Committee member) / Boyd, Patricia (Committee member) / Brouwer, Daniel (Committee member) / Arizona State University (Publisher)
Created2019
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Description
Throughout the field of corrections in the United States, the prevalent question in regard to reentry preparation of offenders is, “what works?” With a renewed focus on providing meaningful program opportunities for offenders that enable real and sustained changes for reentry success, which has been partially driven by overcrowded prison

Throughout the field of corrections in the United States, the prevalent question in regard to reentry preparation of offenders is, “what works?” With a renewed focus on providing meaningful program opportunities for offenders that enable real and sustained changes for reentry success, which has been partially driven by overcrowded prison systems and soaring corrections budgets, the quest has been energized for program models with results that are empirically based. As part of this quest, the Rand Corporation in 2014 (Davis, et al., 2014) published a comprehensive review of correctional education programs based on a meta-analysis of past studies and reported that offenders involved in education programs were significantly more likely to realize success after release from prison than those that were not involved in these programs.

In their 2014 final report, the Rand Corporation made recommendations for research efforts at the state and federal levels (Davis et al., 2014). One of their recommendations was to determine what types of instruction and curriculum delivery are most effective in a correctional education setting. Another recommendation was to determine what principles from adult learning are applicable in correctional education.

This study was designed to provide data for those two questions. This mixed methods, experimentally-designed study is framed in three research questions that are focused on gaining knowledge of the potential benefit of using trained peer tutors to supplement the instruction in adult basic education classes and General Education Development (GED) classes in a correctional environment. Theoretical applications are grounded in social learning theory and adult learning theories. Quantitative data were collected on academic performance, attendance, and perceived value and interest in education. Qualitative data supplemented and enhanced the quantitative data and provided an excellent insight into the thoughts of the tutors regarding their role in helping others.

Statistical significance was found with the aid of the tutors in the adult basic education classes in terms of academic performance, but not with the GED class. Principles of andragogical instruction were examined, discussed, and supported by all students. Expressions of tutor support and help were repeatedly presented as beneficial during interviews. Further questions about attendance were raised.
ContributorsFizer, Gregory A. (Author) / Gee, Elisabeth (Thesis advisor) / Metcalf, Laura (Committee member) / Wright, Kevin (Committee member) / Arizona State University (Publisher)
Created2019
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Description
There has been growing interest among learning scientists in the design and study of out-of-school time (OST) learning environments to support equitable development of science, technology, engineering, and math (STEM) interests among youth from groups that are underrepresented in STEM fields. Most of these design studies assumed the youth came

There has been growing interest among learning scientists in the design and study of out-of-school time (OST) learning environments to support equitable development of science, technology, engineering, and math (STEM) interests among youth from groups that are underrepresented in STEM fields. Most of these design studies assumed the youth came to the learning environments without well-developed STEM interests. I challenged this assumption by enacting a social design participatory study to engage youth (aged 11 to 14), from groups that are underrepresented in STEM fields, as partners in designing an OST networked club to support the youth in growing their own STEM interests. Based on longitudinal ethnographic data, I report a three-year iterative design of this networked club. I characterize the heterogeneity of STEM interests that emerged and grew across the networked club. Building on ecological theories of interest development, and leveraging the cultural assets of the nondominant community, I argue that heterogeneity of interests, resources, and practices served as a design tool and a catalyst for the development of STEM interest in the OST networked club.
ContributorsGould, Deena Lee (Author) / Barab, Sasha (Thesis advisor) / Gee, Elisabeth (Committee member) / Jimenez Silva, Margarita (Committee member) / Arizona State University (Publisher)
Created2019
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Description
This study examines ninth graders’ negotiation of meaning with one canonical work, Romeo and Juliet. The study’s sample was 88% Latino at a Title I high school. The study adopts a sociocultural view of literacy and learning. I employed ethnographic methods (participant observation, data collection, interviews, and focus groups) to

This study examines ninth graders’ negotiation of meaning with one canonical work, Romeo and Juliet. The study’s sample was 88% Latino at a Title I high school. The study adopts a sociocultural view of literacy and learning. I employed ethnographic methods (participant observation, data collection, interviews, and focus groups) to investigate the teacher’s instructional approaches and the literacy practices used while teaching the canonical work. With a focus on students’ interpretations, I examined what they said and wrote about Romeo and Juliet. One finding was that the teacher employed instructional approaches that facilitated literacy practices that allowed students to draw on their cultural backgrounds, personal lived experiences, and values as they engaged with Romeo and Juliet. As instructional approaches and literacy practices became routine, students formed a community of learners. Because the teacher allowed students to discuss their ideas before, during, and after reading, students were provided with multiple perspectives to think about as they read and negotiated meaning. A second finding was that students drew on their personal lived experiences, backgrounds, and values as they made sense and negotiated the meaning of Romeo and Juliet’s plot and characters. Although the text’s meaning was not always obvious to students, in their work they showed their growing awareness that multiple interpretations were welcomed and important in the teacher’s classroom. Through the unit, students came to recognize that their own and their peers’ understandings, negotiations, and interpretations of the canonical work were informed by a variety of complex factors. Students came to find relevance in the text’s themes and characters to their experiences as adolescents. The study’s findings point to the importance of allowing students to draw from their cultural backgrounds and experiences as they negotiate meaning with texts, specifically canonical ones, and to welcome and encourage multiple meanings in the English classroom.
ContributorsBaez, Felipe J., Jr (Author) / Warriner, Doris (Thesis advisor) / Anderson, Kate (Committee member) / Early, Jessica (Committee member) / Gee, Elisabeth (Committee member) / Arizona State University (Publisher)
Created2016
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Description
Game design and product design are natural partners. They use similar tools. They reach the same users. They even share the same goal: to provide great user experiences.

This thesis asks, "Can game design build better product learning experiences, and if so, how?" It examines the learning situations created by and

Game design and product design are natural partners. They use similar tools. They reach the same users. They even share the same goal: to provide great user experiences.

This thesis asks, "Can game design build better product learning experiences, and if so, how?" It examines the learning situations created by and necessary for product design. It examines the principles of game learning. Then it looks for opportunities to apply game learning principles to product learning situations. The goal is to create engaging and successful product learning experiences, without turning products into games.

This study uses an auto-ethnographic evaluation of a gameplay session as well as participant observation and interviews with gamers to gather qualitative data. That data is sorted with an A(x4) framework and used to create user experience profiles.

The final outcome is a toolkit that identifies areas where game design could improve the design of product user experiences, especially for product learning.
ContributorsReeves, James Scott (Author) / Boradkar, Prasad (Thesis advisor) / Gee, Elisabeth (Committee member) / Herring, Donald (Committee member) / Arizona State University (Publisher)
Created2016
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Description
Learning academic vocabulary is part of the curriculum for elementary students. Many gifted students learn new words easily but do not necessarily feel positive about studying vocabulary at school. They also do not transfer these words to their own writing. This researcher used games in her own fifth-grade classroom to

Learning academic vocabulary is part of the curriculum for elementary students. Many gifted students learn new words easily but do not necessarily feel positive about studying vocabulary at school. They also do not transfer these words to their own writing. This researcher used games in her own fifth-grade classroom to teach vocabulary and measured the use of these words in the students' writing. This study also examined students' attitudes about learning vocabulary through games. This mixed-methods study used quantitative data to study the students' retention of the vocabulary words, their usage of the words in their writing, and their attitude toward playing games to learn vocabulary. The researcher also used qualitative data to measure the students' attitudes toward learning with games. Three different vocabulary games were used and one editing game was used during this 18-week study. Quantitative data from test scores and questionnaire responses were analyzed comparing pre and post responses. Writing samples and word tallies were collected throughout the study. Students learned the definitions of vocabulary words while playing games and retained the meanings after 18 weeks, achieving a mean score on the posttest of 71%. No significant usage of the relevant words in student writing samples was found. Qualitative data from questionnaires and field notes were coded and analyzed. A significant gain was shown in how students felt about studying vocabulary after playing games. This study showed positive results in all areas measured.
ContributorsRagatz, Carolyn Mae (Author) / Carlson, David L. (Thesis advisor) / Gee, Elisabeth (Committee member) / Stamm, Jill (Committee member) / Cash, Richard (Committee member) / Arizona State University (Publisher)
Created2015
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Description
Unschooling is a child-centered educational philosophy that eschews teachers,

schools, curricula, grades and tests. Unschool practitioners have complete freedom to choose what they want to learn, when, to what level, and for how long. Unschooling families use the World Wide Web to provide a bespoke academic experience at home. This

Unschooling is a child-centered educational philosophy that eschews teachers,

schools, curricula, grades and tests. Unschool practitioners have complete freedom to choose what they want to learn, when, to what level, and for how long. Unschooling families use the World Wide Web to provide a bespoke academic experience at home. This study compares qualitative data collected from questionnaires and semi-structured interviews conducted with 10 unschooling families with quantitative data collected from 5 children within these families using a tracking and monitoring software. The software captured the duration of use, keystrokes, mouseclicks, and screenshots for all programs and websites for 14 days. Children stated they used technology less than 6 hours a day, and parents stated children used them less than 8 hours a day. Quantitative data shows the children use technology at least 10 hours a day, suggesting usage self-reports may not be reliable. The study revealed hardware form factor was the number one determinate of application use. Almost exclusively social media was used on smartphones, internet browsing on tablets, and creative endeavors such as modding, hacking, fan fiction writing, and video game level building all took place exclusively on laptops and desktops. Concurrent use of differing hardware form factors was the norm observed. Participants stated YouTube, Wikipedia and Khan Academy were the websites most used for knowledge gathering. The tracking software verified YouTube and Wikipedia were the most used websites, however when accessed on the PC, those sites were used almost exclusively for video game related purposes. Over 90% of the total PC use was spent on video games. More traditional educational activities were done primarily on tablets and on parent smartphones with parental engagement. Khan Academy was not used by the

participants in the 14 day monitoring period. 90 day web browser logs indicated Khan Academy was used by individuals no more than 3 times in a 90 day period,

demonstrating the inherent risks in relying upon internet usage self-reports without

quantitative software for verification. Unschooling children spent between 30 and 60 hours a week using technology.
ContributorsCurtice, Brian (Author) / Gee, James (Thesis advisor) / Gee, Elisabeth (Committee member) / Savenye, Wilhelmina (Committee member) / Arizona State University (Publisher)
Created2014
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Description
Most new first-year composition (FYC) students already have a great deal of writing experience. Much of this experience comes from writing in digital spaces, such as Facebook, Twitter, Instagram, and Pinterest. This type of writing is often invisible to students: they may not consider it to be writing at all.

Most new first-year composition (FYC) students already have a great deal of writing experience. Much of this experience comes from writing in digital spaces, such as Facebook, Twitter, Instagram, and Pinterest. This type of writing is often invisible to students: they may not consider it to be writing at all. This dissertation seeks to better understand the actual connections between writing in online spaces and writing in FYC, to see the connections students see between these types of writing, and to work toward a theory for making use of those connections in the FYC classroom. The following interconnected articles focus specifically on Facebook--the largest and most ubiquitous social network site (SNS)-- as a means to better understand students' digital literacy practices.

Initial data was gathered through a large-scale survey of FYC students about their Facebook use and how they saw that use as connected to composition and writing. Chapter 1 uses the data to suggest that FYC students are not likely to see a connection between Facebook and FYC but that such a connection exists. The second chapter uses the same data to demonstrate that men and women are approaching Facebook slightly differently and to explore what that may mean for FYC teachers. The third chapter uses 10 one-on-one interviews with FYC students to further explore Facebook literacies. The interviews suggest that the literacy of Facebook is actually quite complex and includes many modes of communication in addition to writing, such as pictures, links, and "likes." The final chapter explores the issue of transfer. While transfer is popular in composition literature, studies tend to focus on forward-reading and not backward-reaching transfer. This final chapter stresses the importance of this type of transfer, especially when looking back at digital literacy knowledge that students have gained through writing online.

While these articles are intended as stand-alone pieces, together they demonstrate the complex nature of literacies on Facebook, how they connection to FYC, and how FYC teachers may use them in their classrooms. They serve as a starting off point for discussions of effective integration of digital literacies into composition pedagogies.
ContributorsShepherd, Ryan P (Author) / Gee, Elisabeth (Thesis advisor) / Matsuda, Paul Kei (Committee member) / Rose, Shirley K. (Committee member) / Daer, Alice (Committee member) / Arizona State University (Publisher)
Created2014
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Description
This dissertation explored the literacy practices that developed around comics when two secondary teachers (one AP Science and one AP English) used comics in their classroom instruction for the first time. It also explored the ways the teachers and their students positioned comics within their specific classroom contexts. Historically, comics

This dissertation explored the literacy practices that developed around comics when two secondary teachers (one AP Science and one AP English) used comics in their classroom instruction for the first time. It also explored the ways the teachers and their students positioned comics within their specific classroom contexts. Historically, comics are a marginalized medium in educational circles—widely considered non-academic despite the recognition by scholars for their sophistication as a multimodal medium. Scholars, librarians, teachers, and comics authors have made the case for the inclusion of comics in educational contexts citing their ability to support the literacy development of struggling readers, engage reluctant readers, promote lifelong reading, and convey information visually. However, the roles comics can play in educational contexts are still under researched, and many gaps exist in the literature including a lack of real world contexts and clearly reported instructional strategies. This study aimed to fill these gaps by reporting the literacy practices that students and teachers develop around comics, as well as contextualizing these practices in the classroom contexts and students’ and teachers’ experiences. Drawing from a social semiotic view of multimodality and the view of literacy as a social practice, I conducted a qualitative case study using ethnographic methods for data collection which I analyzed using an interpretive framework for qualitative data analysis and constant comparative analysis. I found three literacy practices developed around comics in these contexts—Q&A, writing about comics, and drawing comics. I also found that teachers and students positioned comics in four primary ways within these contexts—as a tool, as entertainment, as a medium, and as a traditional form of literature. Based on my findings, I developed three assertions: 1) there is a disconnect between teachers’ goals for using comics in their instruction and the literacy practice that developed around the comics they selected; 2) there is a disconnect between the ways in which teachers position comics and the ways in which students position comics; and 3) traditional views of literature and literacy continue to dominate classrooms when multimodal texts are selected and utilized during instruction.
ContributorsKachorsky, Danielle Perrine (Author) / Serafini, Frank (Thesis advisor) / Gee, Elisabeth (Committee member) / Marsh, Josephine (Committee member) / Arizona State University (Publisher)
Created2018