Matching Items (36)
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Description
One of the critical imperatives for the development of inclusive school systems is the capacity to nurture and develop teachers who have the skills, critical sensibilities, and the contextual awareness to provide quality educational access, participation, and outcomes for all students; however, research on teacher learning for inclusive education has

One of the critical imperatives for the development of inclusive school systems is the capacity to nurture and develop teachers who have the skills, critical sensibilities, and the contextual awareness to provide quality educational access, participation, and outcomes for all students; however, research on teacher learning for inclusive education has not yet generated a robust body of knowledge to understand how teachers become inclusive teachers in institutions where exclusion is historical and ubiquitous. Drawing from socio-cultural theory, this study aimed to fill this gap through an examination of teacher learning for inclusive education in an urban professional learning school. In particular, I aimed to answer the following two questions: (a) What social discourses are present in a professional learning school for inclusive education?, and (b) How do teachers appropriate these social discourses in situated practice? I used analytical tools from Critical Discourse Analysis (CDA) and Grounded Theory to analyze entry and exit interviews with teacher residents, principals, site professors, and video-stimulated interviews with teacher residents, observations of classroom practices and thesis seminars, and school documents. I found two social discourses that I called discourses of professionalism, as they offered teachers a particular combination of tools, aiming to universalize certain tools for doing and thinking that signaled what it meant to be a professional teacher in the participating schools. These were the Total Quality Management like discourse (TQM-like) and the Inclusive Education-like discourse. The former was dominant in the schools, whereas the latter was dominant in the university Master's program. These discourses overlapped in teachers' classrooms practices, creating tensions. To understand how these tensions were resolved, this study introduced the concept of curating, a kind of heuristic development that pertains particularly to the work achieved in boundary practices in which individuals must claim multiple memberships by appropriating the discourses and their particular tool kits of more than one community of practice. This study provides recommendations for future research and the engineering of professional development efforts for inclusive education.
ContributorsWaitoller, Federico R. (Author) / Artiles, Alfredo J. (Thesis advisor) / Kozleski, Elizabeth B. (Committee member) / Gee, James P (Committee member) / Arizona State University (Publisher)
Created2011
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Description
The purpose of this study is to explore the literacy practices members of an online fan community engage in to participate in the space and to question what learning happens through that participation. This dissertation is the product of a two-year virtual ethnographic study of The Sims Writers' Hangout (SWH),

The purpose of this study is to explore the literacy practices members of an online fan community engage in to participate in the space and to question what learning happens through that participation. This dissertation is the product of a two-year virtual ethnographic study of The Sims Writers' Hangout (SWH), a discussion forum website established by fans of The Sims to support members' interests in creating and sharing Sims fan fiction. Affinity space theory informs an understanding of SWH's organization, and a definition of literacies as situated, social practices also frames the study. Data were collected following a discourse-centered online ethnographic approach, which guided systematic observation and interactions with eight key informants. The data corpus includes hundreds of pages of discussion forum posts, member profiles, moderator-created norming texts, numerous digital, multimodal Sims fan fiction texts, virtual interview responses from informants, field notes, and additional virtual artifacts, such as informants' websites and Flickr® photostreams. Study results are presented within three separate manuscripts prepared for publication and presentation, each exploring different lines of inquiry related to SWH. Chapter 3 focuses on tensions visible in the forum discussions to argue for an expansion of affinity space theory that accounts for the “hanging out” members do in the space. Chapter 4 analyzes one informant's literacy practices using a Design perspective. This analysis reveals the collaborative nature of Sims fan fiction literacies. The final manuscript (Chapter 5) offers an analysis of SWH pedagogy using Bernstein's pedagogic device concept. Data illustrate how pedagogic discourse in this online, informal learning space aligns with and challenges Bernstein's theory. Finally, Chapter 6 offers conclusions about how these three analyses expand our understanding of adolescent literacies and 21st century learning. This chapter also contains implications for theory and practice, recommendations for future research, and reflections on lessons learned.
ContributorsLammers, Jayne Catherine (Author) / Marsh, Josephine P (Thesis advisor) / Hayes, Elisabeth R. (Committee member) / Gee, James P (Committee member) / Arizona State University (Publisher)
Created2011
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Description
As digital media practices become readily available in today's classrooms, literacy and literacy instruction are changing in profound ways (Alvermann, 2010). Professional organizations emphasize the importance of integrating new literacies (New London Group, 1996) practices into language-arts instruction (IRA, 2009; NCTE, 2005). As a result, teachers search for effective ways

As digital media practices become readily available in today's classrooms, literacy and literacy instruction are changing in profound ways (Alvermann, 2010). Professional organizations emphasize the importance of integrating new literacies (New London Group, 1996) practices into language-arts instruction (IRA, 2009; NCTE, 2005). As a result, teachers search for effective ways to incorporate the new literacies in an effort to engage students. Therefore, this study was designed to investigate the potential of digital storytelling as participatory media for writing instruction. This case study was conducted during the fall semester of 2012 in one first-grade classroom and one second-grade classroom in the Southwestern United States. The study addressed ten interrelated research questions relating to how primary-grade students performed in relation to the Common Core writing standards, how they were motivated, how they formed a meta- language to talk about their writing, how they developed identities as writers, and how they were influenced by their teachers' philosophies and instructional approaches. Twenty-two first-grade students and 24 second-grade students used the MovieMaker software to create digital stories of personal narratives. Data included field notes, interviews with teachers and students, teacher journals, my own journal, artifacts of teachers' lesson plans, photographs, students' writing samples, and their digital stories. Qualitative data were analyzed by thematic analysis (Patton, 1990) and discourse analysis (Gee, 2011). Writing samples were scored by rubrics based on the Common Core State Standards. The study demonstrated how digital storytelling can be used to; (a) guide teachers in implementing new literacies in primary grades; (b) illustrate digital storytelling as writing; (c) develop students' meta-language to talk about writing; (d) impact students' perceptions as writers; (e) meet Common Core State Standards for writing; (f) improve students' skills as writers; (g) build students' identities as writers; (h) impact academic writing; (i) engage students in the writing process; and (j) illustrate the differences in writing competencies between first- and second-grade students. The study provides suggestions for teachers interested in incorporating digital storytelling in primary-grade classrooms.
ContributorsFoley, Leslie M (Author) / Guzzetti, Barbara J. (Thesis advisor) / Hayes, Elisabeth R. (Committee member) / Gee, James P (Committee member) / Arizona State University (Publisher)
Created2013
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Description
This dissertation describes the development of a state-of-the-art immersive media environment and its potential to motivate high school youth with autism to vocally express themselves. Due to the limited availability of media environments in public education settings, studies on the use of such systems in special education contexts are rare.

This dissertation describes the development of a state-of-the-art immersive media environment and its potential to motivate high school youth with autism to vocally express themselves. Due to the limited availability of media environments in public education settings, studies on the use of such systems in special education contexts are rare. A study called Sea of Signs utilized the Situated Multimodal Art Learning Lab (SMALLab), to present a custom-designed conversational scenario for pairs of youth with autism. Heuristics for building the scenario were developed following a 4-year design-based research approach that fosters social interaction, communication, and self-expression through embodied design. Sea of Signs implemented these heuristics through an immersive experience, supported by spatial and audio-visual feedback that helped clarify and reinforce students' vocal expressions within a partner-based conversational framework. A multiple-baseline design across participants was used to determine the extent to which individuals exhibited observable change as a result of the activity in SMALLab. Teacher interviews were conducted prior to the experimental phase to identify each student's pattern of social interaction, communication, and problem-solving strategies in the classroom. Ethnographic methods and video coding were used throughout the experimental phase to assess whether there were changes in (a) speech duration per session and per turn, (b) turn-taking patterns, and (c) teacher prompting per session. In addition, teacher interviews were conducted daily after every SMALLab session to further triangulate the nature of behaviors observed in each session. Final teacher interviews were conducted after the experimental phase to collect data on possible transfer of behavioral improvements into students' classroom lives beyond SMALLab. Results from this study suggest that the activity successfully increased independently generated speech in some students, while increasing a focus on seeking out social partners in others. Furthermore, the activity indicated a number of future directions in research on the nature of voice and discourse, rooted in the use of aesthetics and phenomenology, to augment, extend, and encourage developments in directed communication skills for youth with autism.
ContributorsTolentino, Lisa (Author) / Paine, Garth (Thesis advisor) / Kozleski, Elizabeth B. (Thesis advisor) / Kelliher, Aisling (Committee member) / Megowan-Romanowicz, Colleen (Committee member) / Arizona State University (Publisher)
Created2013
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Autism Spectrum Disorder (ASD) is experienced in a variety of ways within families particularly among siblings with and without ASD. The effects of ASD on sibling relationships are integral to family life. While some studies have examined sibling relationships, research regarding sibling roles exhibited during play activities and social interactions

Autism Spectrum Disorder (ASD) is experienced in a variety of ways within families particularly among siblings with and without ASD. The effects of ASD on sibling relationships are integral to family life. While some studies have examined sibling relationships, research regarding sibling roles exhibited during play activities and social interactions is lacking. Further, siblings' voices are rarely revealed in research on play. In response to a need for greater understanding of the role of play among siblings impacted by ASD, this dissertation used a cultural historical activity theory lens to understand how play and social interactions evolved among siblings since childhood development is informed by access to and participation in play. Siblings may be considered actors with unique cultural histories as they create and re-create their own identities through play. In this study, an emphasis was placed on the complex processes siblings experience while locating their own niche with their families. The study focused on the use of a variety of tools, division of labor, the rules families utilized to interact and how these rules were disturbed. As a result, the study offers a more complete understanding of how play and social interactions affect the ways ASD impact siblings, families, and community members. This study provides holistic views of the development and impact of sibling play on identity development and relationships.
ContributorsPapacek, Amy M (Author) / Kozleski, Elizabeth B. (Thesis advisor) / Tobin, Joseph (Committee member) / Swadener, Beth B (Committee member) / Arizona State University (Publisher)
Created2012
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Description
Co-teaching is one of the most popular models for supporting students with disabilities in general education classrooms. In spite of this, there is a paucity of research on student perceptions of co-teaching. The purpose of this qualitative study was to investigate student perceptions of co-teaching in a high school biology

Co-teaching is one of the most popular models for supporting students with disabilities in general education classrooms. In spite of this, there is a paucity of research on student perceptions of co-teaching. The purpose of this qualitative study was to investigate student perceptions of co-teaching in a high school biology classroom. Over nine weeks, data was collected from students in a co-taught and traditional classroom through observations and focus groups. Qualitative content analysis identified three themes and eight categories which highlight student perceptions of co-teaching. Themes and categories that emerged were: 1) Environment which included the categories of availability of help, students feeling supported and normalcy of the classroom, 2) Instruction which included student engagement, lesson activity and teacher(s) role(s) and, 3) Relationships which included relationships between teacher(s) and student(s) and parity between teachers. Information from the study deepens researchers' and practitioners' understanding of how students perceive co-teaching and provide new avenues for future research and best practices.
ContributorsLersch, Matthew (Author) / Lersch, Matthew S (Thesis advisor) / Kozleski, Elizabeth B. (Committee member) / Malian, Ida (Committee member) / Swadener, Elizabeth (Committee member) / Arizona State University (Publisher)
Created2012
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Description
ABSTRACT High numbers of dropouts can be found throughout the country, but research has shown the problem to be most prevalent in minority communities. Although the majority of dropouts were Anglo, the highest event dropout rates were found among American Indians, Hispanics and African Americans. This descriptive study investigated how

ABSTRACT High numbers of dropouts can be found throughout the country, but research has shown the problem to be most prevalent in minority communities. Although the majority of dropouts were Anglo, the highest event dropout rates were found among American Indians, Hispanics and African Americans. This descriptive study investigated how students negotiate school structure, social supports, and cultural identity to gain an insider or "emic" perspective on youth decision-making regarding whether to drop out or remain in school. Research was conducted in a suburban school district with a high school population of over 10,000 students in grades 9 through 12. Student selection was based on criteria developed through an analysis of district data of students that had dropped out of school over a three-year period from the 2006-2007 to 2008-2009 school years. In-depth semi-structured interviews were conducted with seven participants of high school age. These participants were placed in one of three sample groups that fit the dropout profile. These groups were (1) students currently attending high school, (2) students who dropped out prior to completing graduation requirements, and (3) students who had graduated. The findings in this study will benefit the educational community as it relates to K-12 education and students leaving school (dropping out). Educators and administrators will be able to evaluate the findings of the study to review current practices and policies within their organization. The data will also give administrators the opportunity to develop and implement programs that can assist students in staying in school.
ContributorsGilbert, Craig (Author) / Kozleski, Elizabeth B. (Thesis advisor) / Fischman, Gustavo (Committee member) / Deprez, Suzie (Committee member) / Arizona State University (Publisher)
Created2012
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During the first half of the last decade, there was a heated debate regarding what type of critical approach best suits the study of video games. Those who argued for approaches traditionally associated with narrative studies were primarily interested in video games as a new frontier for storytelling. The opposition

During the first half of the last decade, there was a heated debate regarding what type of critical approach best suits the study of video games. Those who argued for approaches traditionally associated with narrative studies were primarily interested in video games as a new frontier for storytelling. The opposition claimed that video games are not systems for storytelling, and that applying literature and film theories to video games dismisses the interactive nature of video games as games. The argument was bitter, but ended abruptly with no clear results or consensus. Yet are narratology and ludology, the two proposed critical theories, so disparate that the use of one means the exclusion of the other? This paper suggests the possibility that narratology and ludology share more in common than critics have thus far realized. Both games and story share themes of conflict, and in focalizing on the antagonist of single-player video games it becomes possible to trace the development of conflict and how it functions in the video game medium. In analyzing antagonists and the conflict they embody, it becomes apparent that narratology and ludology are not so incompatible in their methodologies and assumptions. Finally, because video games themselves are a multifaceted medium, it is only appropriate that critics use multiple theoretical approaches in their analysis to broaden critical knowledge of how the medium functions.
ContributorsNeel, James (Author) / Hayes, Elisabeth (Thesis advisor) / Gee, James P (Committee member) / Daer, Alice (Committee member) / Arizona State University (Publisher)
Created2012
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The fundamental concept that I have developed and applied throughout my college career is to try to discover innovative ways to combine the experimental production techniques that I learned in my classes with more traditional songwriting structures. In doing so, I explore the line that distinguishes the two from each

The fundamental concept that I have developed and applied throughout my college career is to try to discover innovative ways to combine the experimental production techniques that I learned in my classes with more traditional songwriting structures. In doing so, I explore the line that distinguishes the two from each other and instill a foreign, yet familiar feeling within the listener. With this approach in mind, I created audio for a variety of media and attempted to push myself in terms of genre and production, ultimately allowing myself to survey a multitude of instruments and audio effects outside of what I learned in my classes. In my portfolio, I have an organized layout of my audio work within the categories of film soundtracks, game audio, and original music, along with how to contact me and information about the licensing of my music. In learning how to create a professional online portfolio, I learned more about the business side of music and where I stand regarding how people listen to my music or use it within their own projects. The process of creating my portfolio taught me a lot about the relationships that I want to pursue with artists that I work with in the future. My portfolio can be found at: markusrennemann.weebly.com
ContributorsRennemann, Markus Horst Florian (Author) / Ingalls, Todd (Thesis director) / Paine, Garth (Committee member) / Barrett, The Honors College (Contributor) / School of Arts, Media and Engineering (Contributor)
Created2015-05
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Description
This paper outlines the development of a software application that explores the plausibility and potential of interacting with three-dimensional sound sources within a virtual environment. The intention of the software application is to allow a user to become engaged with a collection of sound sources that can be perceived both

This paper outlines the development of a software application that explores the plausibility and potential of interacting with three-dimensional sound sources within a virtual environment. The intention of the software application is to allow a user to become engaged with a collection of sound sources that can be perceived both graphically and audibly within a spatial, three-dimensional context. The three-dimensional sound perception is driven primarily by a binaural implementation of a higher order ambisonics framework while graphics and other data are processed by openFrameworks, an interactive media framework for C++. Within the application, sound sources have been given behavioral functions such as flocking or orbit patterns, animating their positions within the environment. The author will summarize the design process and rationale for creating such a system and the chosen approach to implement the software application. The paper will also provide background approaches to spatial audio, gesture and virtual reality embodiment, and future possibilities for the existing project.
ContributorsBurnett, Garrett (Author) / Paine, Garth (Thesis director) / Pavlic, Theodore (Committee member) / School of Humanities, Arts, and Cultural Studies (Contributor) / School of Arts, Media and Engineering (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05