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  Partner: UNT Libraries
 Department: Department of Learning Technologies
 Degree Discipline: Learning Technologies
Comparison of Learning Performance Between Students Who Do and Students Who Do Not Use Mobile Technology-based Activities

Comparison of Learning Performance Between Students Who Do and Students Who Do Not Use Mobile Technology-based Activities

Date: August 2013
Creator: Stowe Jr., William A.
Description: This study examined if using mobile technology-based activities would increase student performance in biological science courses. The study compared two groups of students in lectures and labs. Each group had about 20 students. The mobile group had mobile technology-based activities and the non-mobile group received conventional instruction. The mobile group used links to the website, or a QR Code to access the activities. The non-mobile group had handouts and worksheets over the same content. The research methodology for this study was mixed method. The study was a quasi-experimental design that used instruction method as the independent variable between two groups. The study used formative and summative assessment to compare the performance of the mobile group and non-mobile group in lecture and lab. The student in the mobile group had statistically significantly higher lab exam scores than students in the non-mobile group. Additionally, Students were surveyed about their performance expectancy and effort expectancy using mobile technology for learning, and they were asked about their self-management of learning. Analysis indicated that both groups had similar performance and effort expectancy using mobile technology for learning, but the two groups differed on self-management of learning responses to the survey. Focus groups from the mobile ...
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Customizable Modality Pathway Learning Design: Exploring Personalized Learning Choices through a Lens of Self-Regulated Learning

Customizable Modality Pathway Learning Design: Exploring Personalized Learning Choices through a Lens of Self-Regulated Learning

Date: May 2016
Creator: Crosslin, Matthew Blake
Description: Open online courses provide a unique opportunity to examine learner preferences in an environment that removes several pressures associated with traditional learning. This mixed methods study sought to examine the pathways that learners will create for themselves when given the choice between an instructor-directed modality and learner-directed modality. Study participants were first examined based on their levels of self-regulated learning. Follow-up qualitative interviews were conducted to examine the choices that participants made, the impact of the course design on those choices, and what role self-regulation played in the process. The resulting analysis revealed that participants desired an overall learning experience that was tailored to personal learning preferences, but that technical and design limitations can create barriers in the learning experience. The results from this research can help shape future instructional design efforts that wish to increase learner agency and choice in the educational process.
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Digitally Curious: A Qualitative Case Study of Students’ Demonstrations of Curiosity in a Technology-Rich Learning Environment

Digitally Curious: A Qualitative Case Study of Students’ Demonstrations of Curiosity in a Technology-Rich Learning Environment

Date: August 2011
Creator: McLeod, Julie Kiser
Description: Curiosity is an important construct for educators as it is connected with knowledge and higher-order thinking, goal-oriented behavior, motivation, and persistence. It is also negatively correlated with boredom and anxiety. While research documents this strong connection between learning and curiosity, no studies existed exploring curiosity in a technology-rich learning environment. The purpose of this study is to identify and examine whether students demonstrate curiosity in a sixth grade mathematics classroom with technology-integrated learning and if so, how and why. Technology-rich work was designed for students and included in the study to examine students’ demonstrations of curiosity while learning mathematical procedural knowledge, conceptual knowledge and problem solving knowledge. A case study methodology was used with 13 students purposefully selected from a Title I sixth grade class to participate. Data were collected from interviews using a semi-structured interview protocol and triangulated with observations and students’ reflective writings. Interviews were transcribed and coded. A total of 60 codes and four categories were identified. Three themes emerged: 1) digital play; 2) welcome and unwelcome scaffolds; and 3) action is power; power follows ideas. These themes identified ways in which students demonstrated curiosity in the sixth grade mathematics classroom and thus can inform educators.
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Exploring the Impact on Self-regulated Learning: a Comparative Analysis of Learner Experiences Using Problem-based Learning, Game Play, and Computer-based Instruction

Exploring the Impact on Self-regulated Learning: a Comparative Analysis of Learner Experiences Using Problem-based Learning, Game Play, and Computer-based Instruction

Date: August 2013
Creator: Najmi, Anjum A.
Description: The ability to transfer what you know to new and different contexts is a sign of successful learning. While students often graduate from college with the required number of courses many lack the skills necessary to apply appropriate strategies to solve problems in different contexts, to reason, and think critically. More than a decade ago the Boyer Report (1995) pointed to this fact as a sign that Universities were falling short in adequately supporting their undergraduate populations. As a result, it is not uncommon to see educational institutions introducing new courses and programs geared towards helping students learn better. This study explores learner experiences and the impact on self-regulated learning within a distributed learning setting when motivated by problem-based learning, game play, and computer-based instruction. In this study the instructional design of the course introduced undergraduate students to authentic learning experiences in which students engaged in collaborative problem solving and learning activities framed within the narrative of an alternate reality game. Fifteen self-regulated learning constructs were examined. The comparison group engaged with problem solving tasks and computer-based instruction. Additionally, the study used the theory Learning and Teaching as Communicative Action and its four communicative actions as a lens to understand ...
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Factors Impacting the Accuracy of Self-report Perceptions of Expertise in Technology Integration

Factors Impacting the Accuracy of Self-report Perceptions of Expertise in Technology Integration

Date: December 2014
Creator: Mayes, Garry W.
Description: The focus of this study is to determine how closely self-report perceptions of technology integration skills align with the observations of an external evaluator. Participants were elementary and secondary teachers in a north Texas school district. The district is in the process of implementing a one-to-one initiative using a major vendor’s tablet devices. The study utilized both quantitative survey methodology, and a qualitative observational tool to record learning activities in the K-12 classroom. For the quantitative phase, three validated single-item self-report instruments were administered to the teachers via an online survey; the instruments utilized were the Concerns-Based Adoption Model—Levels of Use (CBAM-LoU); Stages of Adoption of Technology; and the Apple Classroom of Tomorrow (ACOT). In the qualitative portion of the study, classroom teachers involved in the one-to-one innovation were observed and rated by the Technology Integration Matrix, an instrument specifically designed to observe technology integration skills and practices in K-12 instructional settings. Kendall’s tau correlations between the various self-report instruments and the external observer rating are: CBAM, r = .51 (p is not significant); Stages, r = .58 (p < .05); ACOT, r = .82 (p < .01). Additionally, regression models were run using all three self-reports as predictors of ...
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Factors influencing parental attitudes toward digital game-based learning.

Factors influencing parental attitudes toward digital game-based learning.

Date: May 2016
Creator: Piller, Yulia
Description: The purpose of this non-positivistic mixed-methods study is to examine parental attitudes towards the use of computer and video games in their child’s classroom and to investigate how the sociocultural contexts in which parents live affect those attitudes. The research was conducted using a mixed-methods triangulation design, including both quantitative and qualitative techniques. First, the study tried to identify which groups of parents were better positioned to accept and support digital game-based learning and which groups were less likely to have a positive attitude toward integrating digital games into the classroom. This study tried to determine if socioeconomic status, age, education level, and/or cultural background could serve as a predictor of parental attitudes toward digital game-based learning. Second, the study tried to recognize how social and cultural contexts in which parents live affect their attitudes toward digital games in the classroom. Many researchers agree that parents play an important role in students’ and eventually, educators’ attitudes toward gaming. It has been argued that if parents accept a certain non-traditional (digital) learning tool, then their children would most likely have a similar attitude toward it. Parents might be the support system that educators need in order to ensure that students are ...
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The Implementation of a Confidence-based Assessment Tool Within an Aviation Training Program

The Implementation of a Confidence-based Assessment Tool Within an Aviation Training Program

Date: August 2015
Creator: Novacek, Paul F.
Description: Traditional use of the multiple-choice question rewards a student for guessing. This technique encourages rote memorization of questions to pass a lengthy exam, and does not promote comprehensive understanding or subject correlation. This begs the question; do we really want question memorizers to operate the machinery of our industrialized society? In an effort to identify guessing on answers during an exam within a safety-critical aviation pilot training course, a qualitative research study was undertaken that introduced a confidence-based element to the end-of-ground-school exam followed by flight simulator sessions. The research goals were twofold, to clearly identify correct guesses and also provide an evidence-based snapshot of aircraft systems knowledge to be used as a formative study aid for the remainder of the course. Pilot and instructor interviews were conducted to gather perceptions and opinions about the effectiveness of the confidence-based assessment tool. The finding of overall positive interview comments confirmed that the pilots and flight instructors successfully used the confidence-based assessments as intended to identify weak knowledge areas and as aids, or plans, for their remaining study time. The study found that if properly trained and administered—especially through a computer-based medium—a robust confidence-based assessment tool would be minimally-burdensome while offering worthwhile ...
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Investigating the Relationship Between Internet Attitudes of College Students and Their Stem (Science, Technology, Engineering and Mathematics) Career Perceptions

Investigating the Relationship Between Internet Attitudes of College Students and Their Stem (Science, Technology, Engineering and Mathematics) Career Perceptions

Date: August 2013
Creator: Periathiruvadi, Sita
Description: Are our students just consumers of technology or do their interests in technology translate into positive perceptions about STEM majors and careers? This research aimed to describe the role of the Internet in undergraduate students’ academic and career perceptions in STEM areas. The purpose of the research was addressed in three parts. First, the attitudes of undergraduate students towards five functions of the Internet namely tool, toy, treasure, telephone and territory were described. Second, students’ STEM career-related perceptions were described in terms of their science and mathematics self-efficacy, outcome expectations, and attitudes towards a STEM career. Third, the relationship between the five Internet functions and the three STEM career-related perceptions was examined. The participants for this study were 566 undergraduate students from a large Southern university. The research design followed a mixed methods approach using multivariate analyses and content analyses. The findings of the research indicated that there was a small but meaningful relationship between undergraduate students’ Internet and STEM perceptions. In their daily lives, the students perceived the Internet more as a toy and a tool. For general career related purposes, they perceived the Internet more as a treasure and a tool. For STEM areas in particular, they perceived ...
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Mobile Learning: Factors That Influence University Students’ Intention to Use Smartphones

Mobile Learning: Factors That Influence University Students’ Intention to Use Smartphones

Access: Use of this item is restricted to the UNT Community.
Date: December 2015
Creator: Hossain, Akhlaq
Description: This study investigated the factors that influence university students’ intention to use a smartphone. The study proposed and validated a research model based on the technology acceptance model (TAM). The TAM was modified and extended with four new constructs: social norms, perceived enjoyment, perceived value and ease of access. The constructs for the instrument of the study were adapted from previous related studies which had validated the instruments. Data were collected from 110 participants via a survey. The collected data were analyzed using hierarchical multiple-regression using the statistical package for social sciences (SPSS version 22.0). The model demonstrated a good fit where six independent variables together contributed 56.2% of the variance to the outcome or prediction. The results of the analysis were used to test a set of research hypotheses and to answer research questions. The following independent variables were found to be significant in determining university students’ intention to use mobile devices: perceived usefulness, social norms, perceived enjoyment, perceived value and ease of access. The control variables gender and degree level and the independent variable ease of use were not significant predictors. The results of this study may be useful to understand which factors are more important to the ...
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Motivating Pre-service Teachers to Incorporate Technology Into the Classroom

Motivating Pre-service Teachers to Incorporate Technology Into the Classroom

Date: August 2013
Creator: Gardner, David
Description: Technology integration into the classroom is a multi-faceted and complex topic. One factor that can have an effect on a teacher's incorporation of technology into their classroom is pre-service teacher technology training. In this research study the ARCS instructional design model was applied to a pre-service teacher technology course in the hopes of motivating course attendees to both learn about technology incorporation and to incorporate technology into their future classrooms. The ARCS instructional design model that relies on the motivational sub-components of attention, relevance, confidences, and satisfaction to develop instruction that motivates to students to learn course content and goals. This study analyzed a group of pre-service teachers enrolled in a university technology training course to determine if the redesign resulted in the desired outcomes. Pre-test and post-test data was collected using both quantitative and qualitative instruments to analyze the potential effect of the redesigned course.
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A Phenomenology of Fostering Learning: Alternate Reality Games and Transmedia Storytelling

A Phenomenology of Fostering Learning: Alternate Reality Games and Transmedia Storytelling

Access: Use of this item is restricted to the UNT Community.
Date: May 2016
Creator: Wakefield, Jenny S
Description: This dissertation presents the essence of the experience of instructional designers and instructors who have used alternate reality games (ARGs) and transmedia storytelling (TS) for teaching and learning. The use of game-like narratives, such as ARGs and TS, is slowly increasing. However, we know little about the lived experiences of those who have implemented such transmedia experiences in formal or informal learning. The data consists of written transcripts from interviews with 11 co-researchers in the United States and Europe. Phenomenology was the guiding methodology. The study begins by reviewing storytelling and the use of games in learning, leading up to exploring the tradition of using ARGs and TS in learning contexts. The analysis was one of reduction leading to codes, summary stories, themes, and the essence of the experience. Co-researchers used many techniques to enlighten their learners including problem-solving, critical thinking, collaboration, encouragement, disruption, and connection-making. When successful, connection-making facilitates learner agency development by providing learners with the power to act by their own initiative. Action came through the communicated narratives and games that closely tied to real-world problems. In the context of these efforts, this study's co-researchers emerged as educational life-world learning-coaches, "sensei", who were each using strategies and ...
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The Relationship of Career and Technical Education Information Technology Teachers' Technology Self-Proficiency to Levels of Technology Integration, Years of Work Experience, Years of Teaching Experience, and Stage of Adoption of Technology

The Relationship of Career and Technical Education Information Technology Teachers' Technology Self-Proficiency to Levels of Technology Integration, Years of Work Experience, Years of Teaching Experience, and Stage of Adoption of Technology

Date: May 2016
Creator: Ritter, Rhonda LeDoux
Description: The focus of this study is to determine the relationship between a Career and Technical Education (CTE) Information Technology (IT) teacher's self-assessed level of technology proficiency to the level of technology integration into the classroom, the prior work experience in the information technology field, the years of teaching experience, and the stage of adoption of technology. Participants were CTE IT teachers who were members of an IT teacher listserv that was established by the UNT Grant for Educational Excellence from the Texas Education Agency/CTE and teaching in Grades 9-12 in the state of Texas during the 2015-2016 school year. The study utilized a quantitative survey methodology to gain a perspective on the correlation of the variables. Three validated self-report instruments were administered via an online survey. The three instruments utilized were the Technology Proficiency Self-Assessment for 21st Century Learning, Concerns-Based Adoption Model-Levels of Use (CBAM-LoU), and the Stages of Adoption of Technology.
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The Relationship of Personality Traits to Teacher Candidate Perceptions of Teaching Confidence and Teaching Experience in a Simulated Classroom Environment

The Relationship of Personality Traits to Teacher Candidate Perceptions of Teaching Confidence and Teaching Experience in a Simulated Classroom Environment

Date: May 2014
Creator: Hopper, Susan B.
Description: Individual personality traits of pre-service teachers may have a significant influence on their confidence in teaching. Confidence in teaching does not always align with the experience of pre-service teachers. simSchool enables transformational experiences for teacher candidates to improve in general teaching skills, connect learning theories in the classroom, and develop confidence to be an effective teacher without the ill impacts of practicing on real students. This study executed a quasi-experimental design to explore the personality traits of 152 pre-service teachers and examined how their perceptions of teaching confidence and teaching experience were related in the context of simSchool. A treatment and comparison group completed the Survey of Teaching Skills pre/post tests and the OCEAN survey for quantitative data analysis to investigate four research questions: 1. Is there a difference between treatment and comparison groups on educator’s gains in confidence and experience? 2. Is there a relationship between personality type and perceived teaching effectiveness? 3. Is there a relationship between personality attributes and pre-service educator ratings of teaching experience in a simulated teaching environment? 4. Is there a relationship between personality attributes and pre-service educator ratings of teaching confidence in a simulated teaching environment? Findings from repeated measures MANOVA tests indicated ...
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Retention: Course Completion Rates in Online Distance Learning

Retention: Course Completion Rates in Online Distance Learning

Date: December 2015
Creator: Phillips, Alana S.
Description: Online courses in higher education have a reputation for having a lower course completion or retention rate than face-to-face courses. Much of this reputation is based upon anecdotal evidence, is outdated, or is on a small scale, such as a comparison of individual courses or programs of instruction. A causal-comparative analysis was conducted among 11 large, high research public universities. The universities were compared to each other to determine if differences existed between online and face-to-face course completion; undergraduate and graduation online course completion was analyzed for differences as well. The findings suggested the magnitude of the differences between online and face-to-face completions rates was small or negligible. The area which showed a higher magnitude of difference was in the comparison between undergraduate and graduate online course completion; the practical significance could be worth considering for educational purposes.
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Student Preferences for Technology-Based Learning Environment Interfaces as Influenced by Social Presence

Student Preferences for Technology-Based Learning Environment Interfaces as Influenced by Social Presence

Date: May 2016
Creator: Marmon, Michael Clayton
Description: The purpose of this research was to investigate the preferences of online students for technology-based learning environments (TBLEs) as influenced by the level of social presence in the online courses the participating students have taken. This investigation was centered around utilizing TBLEs and methods for establishing social presence in online classes (MESPOC) survey instruments to obtain the preferences of current online students at public university in the state of Texas. This study assumed a qualitative research structure comprising analysis of the data obtained on the TBLE and MESPOC instruments followed by semi-structured interviews with some of the survey participants. The results of the studies indicated that an individual’s preferred online learning environments impacted satisfaction in an online course. Moreover, the study, also explored the students’ preferences when it comes to the organization and facilitation of online courses.
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A Study of Learning Outcomes of a Mobile Travel Application in Tourism Geographic Course

A Study of Learning Outcomes of a Mobile Travel Application in Tourism Geographic Course

Date: May 2014
Creator: Chou, Chen-Hsiung
Description: Mobile technologies have been adopted into education more and more. New hardware, such as smart phones and tablets, has increased the popularity of mobile technology. There are also many applications created for the fields of education and tourism. This research chose a travel application from Taiwan to apply into a tourism geographic course at the Taiwan Hospitality and Tourism College (THTC). A quasi-experiment design was applied to this study. Two classes/groups participated in the study. One class was the treatment group which used the travel app through teaching scenarios. The other group was the contrast group which used a lecture format with handouts. Both groups were given a pre-test to determine knowledge of Danongdafu Forest Park (DFP), and Taiwan tourism geography. A post-test was administered after eight weeks of teaching activities. Post intervention scores were compared to pre-intervention scores between the two groups. The results of ANOVA showed that there was no statistically significant learning difference between the treatment group and the contrast group. A paired-sample t-test analysis revealed that after eight weeks of teaching DFP content, both groups gained significantly in knowledge. Furthermore, the learning attitudes and interviews of the treatment group students indicated positive responses utilizing m-learning in ...
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Transmedia STEM Intervention Book in Middle School for Educational Change

Transmedia STEM Intervention Book in Middle School for Educational Change

Date: May 2016
Creator: Stansell, Alicia Renee
Description: The world is becoming a global place in which science, technology, engineering and mathematics hold a key to a successful future. To help secure this future it is important to engage students early with relevant curriculum that sparks interest and success in STEM fields. However, education reform occurs slowly, so this paper looked at a potential paradigm that can help to bring about change in a middle school environment that harnesses the long standing strengths of learning and education with the integration of technology to create changes in the pedagogy of learners and teachers. The study implemented a transmedia STEM book and evaluated the impact it had on student perceptions of STEM, school attitude, academic achievement, and preferred activity types, providing an example vehicle for change that can be adopted over time. The main findings showed that students who used a 3-Dimensional printer had higher math achievement and a more positive perception of math.
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Understanding 3-D Spaces Through Game-based Learning: a Case Study of Knowledge Acquisition Through Problem-based Learning in Minecraft

Understanding 3-D Spaces Through Game-based Learning: a Case Study of Knowledge Acquisition Through Problem-based Learning in Minecraft

Date: August 2015
Creator: Roberts-Woychesin, Jami
Description: The primary purpose in this case study was to explore the use of three-dimensional virtual spaces via the use of the game Minecraft as a teaching tool. The case study examined the effectiveness, self-efficacy, and social interaction of students when using such a tool in the teaching and learning process. The research analyzed knowledge acquisition through various deliverables such as benchmark pre and post exams, student discourse, and tangible objects created from the lessons by the students. Students were enrolled and participated in a summer camp offered from Arts and Technology Institute in North Texas. The camp utilized Minecraft to teach architecture types. Students learned about pyramids (Egyptian and Aztec), Roman/Greek architecture, Gothic architecture, and Post-Modern Architecture. Each day students were exposed to a different them of architecture and were tasked with building a world that was in the theme of an assigned type of architecture. Fifty-nine school age students ranging in ages from eight to twelve years old participated fully in the study. The students were not grouped by age, but instead self-selected partners with which to work during the course of their creations. Results show that students who participated in the Minecraft driven course were highly engaged and ...
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Using Myers-Briggs Personality Type Indicators to Predict High School Student Performance in an Educational Video Game

Using Myers-Briggs Personality Type Indicators to Predict High School Student Performance in an Educational Video Game

Date: December 2014
Creator: Rice, John Wilson, 1967-
Description: Educational video games have proven a useful tool for educators, offering experiential pedagogy in a variety of fields. Predicting the success of a video game in engaging students and motivating them to work with relevant material is problematic. One approach was attempted through administering the Myers-Briggs Personality Type Indicator to 42 high school students and observing subsequent voluntary performance on a popular mathematics video game throughout one semester. Game dynamics matching certain personality elements of the students generally correlated between learning preferences in the classroom and in the online gaming environment. Students who enjoyed group dynamics in classroom settings likewise indicated enthusiasm for the group dynamics in game play. Those students preferring structured learning environments may prefer less open ended virtual learning gaming environments. Since the game incorporated multiple choice questions and rewarded correct choices made quickly, those students with personality styles in which questions are carefully considered before answering suffered in points scored compared to those used to making fast intuitive choices in exam settings. Additional studies, including those with larger populations and different types of video games, are needed for more definite conclusions.
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