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The study compares the pretest and posttest results of three groups of second-grade students studying a phonics rule to determine the effect of using music as an instructional aid. For two groups in the study, the teachers used melodies to instruct students, while the third group was held to direct

The study compares the pretest and posttest results of three groups of second-grade students studying a phonics rule to determine the effect of using music as an instructional aid. For two groups in the study, the teachers used melodies to instruct students, while the third group was held to direct instruction with no music to use for assistance. The study groups were three second-grade classes at Ishikawa Elementary School, where I was serving as a student teacher. Parental consent was received for each of the students participating in the study. The duration of the study was one week. The first test group was given a familiar melody with new lyrics to reflect the content of the phonics rule "I before E except after C." The second test group was given a melody composed specifically to accompany the phonics rule and to reflect the appropriate phonics content. On the first day of the study, students were given a pretest; these scores were recorded and then compared to the posttest scores from the end of the week. The data that were collected compared groups as a whole through composite scores from pretest to posttest to determine most effective methodology. The groups that were instructed using music demonstrated greater growth and had higher posttest scores.
ContributorsFrazee, Madison Marie (Author) / Schildkret, David (Thesis director) / Stauffer, Sandy (Committee member) / Barrett, The Honors College (Contributor) / Division of Teacher Preparation (Contributor)
Created2014-12
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This project created a teaching curriculum resource guide for using the popular series, The Hunger Games, in 6th-8th grade classrooms to introduce cultural issues such as child soldiers and international development to students. Studies have shown that literature can cultivate empathy and encourage youth to act. This combined with the

This project created a teaching curriculum resource guide for using the popular series, The Hunger Games, in 6th-8th grade classrooms to introduce cultural issues such as child soldiers and international development to students. Studies have shown that literature can cultivate empathy and encourage youth to act. This combined with the expanding phenomenon of participatory culture and fandom activism as outlined by Henry Jenkins demonstrate the potential for youth to learn and act when given the opportunity and resources to do so. The curriculum is composed of three units: The first is a three-week reading of the books with various activities for students to really understand the narrative and source text. The second and third units address the issues of child soldiers and international development using The Hunger Games as a framework and a keystone to build connections so that these complex issues are accessible to youth. This project is a first step in the development of a curriculum that spans the full trilogy and covers a variety of current event topics.
ContributorsSimpson, Rebecca (Author) / Sivak, Henry (Thesis director) / Blasingame, James (Committee member) / Nelson, Margaret (Committee member) / Barrett, The Honors College (Contributor) / School of Politics and Global Studies (Contributor) / School of Human Evolution and Social Change (Contributor)
Created2014-05
Description
The action/adventure game Grad School: HGH is the final, extended version of a BME Prototyping class project in which the goal was to produce a zombie-themed game that teaches biomedical engineering concepts. The gameplay provides fast paced, exciting, and mildly addicting rooms that the player must battle and survive through,

The action/adventure game Grad School: HGH is the final, extended version of a BME Prototyping class project in which the goal was to produce a zombie-themed game that teaches biomedical engineering concepts. The gameplay provides fast paced, exciting, and mildly addicting rooms that the player must battle and survive through, followed by an engineering puzzle that must be solved in order to advance to the next room. The objective of this project was to introduce the core concepts of BME to prospective students, rather than attempt to teach an entire BME curriculum. Based on user testing at various phases in the project, we concluded that the gameplay was engaging enough to keep most users' interest through the educational puzzles, and the potential for expanding this project to reach an even greater audience is vast.
ContributorsNitescu, George (Co-author) / Medawar, Alexandre (Co-author) / Spano, Mark (Thesis director) / LaBelle, Jeffrey (Committee member) / Guiang, Kristoffer (Committee member) / Barrett, The Honors College (Contributor) / Harrington Bioengineering Program (Contributor)
Created2014-05
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Description
Education plays a key role throughout many different fields of study. My question has to do with not what we are learning, but how we are learning it, therefore focusing more on the teaching and instructional design aspect of the learning process. Specifically, the goal of my thesis is to

Education plays a key role throughout many different fields of study. My question has to do with not what we are learning, but how we are learning it, therefore focusing more on the teaching and instructional design aspect of the learning process. Specifically, the goal of my thesis is to theoretically define collaborative learning and develop a framework that demonstrates how collaboration and interactivity can be successfully implemented in a language learning classroom. Language learning is essential in schools because it enables students to be culturally aware. According to the Modern Language Teachers' Association of South Australia, language learning plays a significant role in 21st Century learning. It assists students in being more community engaged as well as culturally diverse. They state that "knowing additional languages and cultures involves connecting, engaging, and interacting with others and negotiating boundaries based on diverse ways of understanding the world." (MLTASA) Collaboration can be very beneficial in the human learning process. According to Webb, students that collaborate with each other engage in challenging conversations and produce joint solutions whereas students that don't collaborate engage in conversation about practical rather than abstract matters (Webb, 2009). The success of collaboration is defined by the content of the dialog, groups won't necessarily engage in beneficial dialogue without help and facilitation by the teacher. It's important for teachers to keep groups on task and monitor their progress throughout the lesson. Through collaborative learning the student is able to take more from the lesson and view each concept from an alternate perspective. With teacher facilitated group discussions, students preform knowledge construction and challenge individual thoughts in order to come up with a joint solution that's takes everyone's point of view into perspective (Nastasi, 1999). Many researchers have concluded that collaborative learning, is a very beneficial learning method when it comes to challenging thoughts and concepts between students. Because each individual has a different thought process and ideas, each student brings a different concept that can be challenged and discussed among the group. Many researchers have previously studied the benefits of collaborative learning as well as the teacher's role in correctly facilitating and implementing it. Webb, highlights the importance of teachers actively pushing students to collaborate and challenge ideas. She states "In classrooms in which teachers pushed students to make explicit the steps in their mental processes (whether students' answers and strategies were correct or incorrect), collaborative groups engaged in frequent explaining and provided explanations that were correct and complete" (Webb, 2009, pg.18). Similarly, researchers such as Rijkje Dekker and Marianne Elshout-Mohr argue that collaboration in classrooms is especially important in terms of the type of work that is assigned. Assignments that require collaboration generally go more in depth and are considered more challenging than those given in individual assignments "Collaborative learning tasks are in general designed as complex, challenging and authentic problems. Such problems motivate students to attempt different strategies and co-construct and justify solutions" (Elshout-Mohr and Dekker, 2000, pg.40). Collaboration in language learning classrooms is beneficial and quite easy to implement (Elshout-Mohr and Dekker, 2000).
ContributorsAhmad, Nshwah Khalil (Author) / Wylie, Ruth (Thesis director) / Li, Na (Committee member) / School of Human Evolution and Social Change (Contributor) / School of Life Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
According to a survey conducted by the National Endowment for the Arts, 32% of adults in the United States participated in social dancing in 2012, more than any other form of art-making and art-sharing. Partnership dance styles including Ballroom, Latin, and Swing are the most commonly practiced forms of social

According to a survey conducted by the National Endowment for the Arts, 32% of adults in the United States participated in social dancing in 2012, more than any other form of art-making and art-sharing. Partnership dance styles including Ballroom, Latin, and Swing are the most commonly practiced forms of social dancing. T.V. shows like "Dancing with the Stars" and "So You Think You Can Dance" have piqued the interest of local high schools in partnership dance. Arizona State University's (ASU) School of Film, Dance and Theatre (SoFDT) is uniquely positioned to leverage the large partnership dance program and the vibrant Phoenix Metro partnership dance community to address this interest. The School of Film Dance and Theatre should implement a course teaching partnership dance in local high schools. The class will be modeled after existing student teaching programs with changes made to reflect the requirements of teaching partnership dance. Specifically, ASU students will spend one day a week teaching a partnership module in a local high school and one day a week developing pedagogical skills in a lecture and discussion group format. High school students will learn the basic steps of 3 dances and perform a partnership dance showcase. ASU students will get hands-on experience teaching as part of a team in high school settings. This program fulfils ASU and SoFDT goals by making dance accessible to new audiences and engaging students in the local community. This proposed program benefits current undergraduate students by developing a functional understanding of teaching partnership dance in a group setting. Beyond ASU, it stands to give high school students a chance to learn a cost-prohibitive art and teach them a lifelong skill.
ContributorsLangenbach, William Paul (Author) / Caves, Larry (Thesis director) / Jackson, Naomi (Committee member) / Harrington Bioengineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05