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U.S. International ESL Students' Experiences with and Perceptions of Utilizing Mobile Technologies for English Learning
The purpose of this research was to examine ESL (English as a second language) students' current use of their mobile phones for English skill building activities outside of class in a U.S. school setting. In addition, this research reported on students' perceptions of the potential benefits of using smartphones in class for English learning. Also learners' current English related activities using mobile devices and time duration of using different phone features were studied. The literature review included smartphones, computer education, mobile learning, mobile assisted language learning (MALL), computer assisted language learning (CALL), theories of second language learning, second language learner attributes and the use of smartphones outside the classroom. An electronic survey was used to collect the quantitative data which were analyzed by descriptive and inferential statistics. The results concluded that students used mobile applications on a daily basis to read and write email, read books and news, check a dictionary, talk, text and video chat. Students used mobile phones outside of class to improve the English skills listed in the survey and the same participants perceived the potential benefits of using smartphones in class for the same English skills. Among the English skills, vocabulary exercises, finding example sentences of English words and English grammar exercises had a significant difference between out of class and in class variable. The results indicated a direction for future research on using mobile phones for ESL learning. This study also revealed a focus of practice for utilizing mobile technologies in the teaching and learning of ESL.
Exploring the Impact on Self-regulated Learning: a Comparative Analysis of Learner Experiences Using Problem-based Learning, Game Play, and Computer-based Instruction
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 the full range of student interactions and how they constructed knowledge. The research design employed computer-mediated discourse analysis to examine qualitative data. Data was triangulated through constant-comparative coding of student communication in the form of web logs, emails, student assignments, and semi-structured interviews. Review and consensus building was embedded in the process of identifying emerging codes and categories, and used to support emergent inferences before the final themes were identified and mutually agreed upon. Finally, to evaluate the outcome of the instructional design, pre and posttest measures were used among groups using a two-sample t-test. Statistical significance was used to …
The Relationship of Career and Technical Education Information Technology Teachers' Technology Self-Proficiency to Levels of Technology Integration, Prior Work Experience, Years of Teaching Experience, and Stage of Adoption of Technology
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.
Transmedia STEM Intervention Book in Middle School for Educational Change
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.
Factors influencing parental attitudes toward digital game-based learning.
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 able to see the educational value of video games and are willing to think critically and draw connections between what they learn in a gaming environment and core subject areas.
Student Preferences for Technology-Based Learning Environment Interfaces as Influenced by Social Presence
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.
A Phenomenology of Fostering Learning: Alternate Reality Games and Transmedia Storytelling
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 techniques to move students toward meaningful real-world learning and the ability to make a difference in the world. The dissertation closes by exploring implications of this study for instructional designers and instructors interested in using alternate reality games and transmedia storytelling for teaching and learning purposes.
Customizable Modality Pathway Learning Design: Exploring Personalized Learning Choices through a Lens of Self-Regulated Learning
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.
The Implications of Social Media: Secondary Teachers' use of Social Media for Personal, Professional, and Instructional Purposes
Social media has the potential to be a critical force in creating connected educators. The collaborative nature of social media encourages personal connection, professional enrichment, and learning through co-creation of meaning. Secondary teachers are in a place that would permit them to harness these affordances, not only in their personal and professional environments, but also in their classrooms. This qualitative phenomenographic study aimed to uncover how secondary teachers used social media for personal, professional, and instructional purposes. Further, this study sought to understand secondary teachers' attitudes and beliefs toward social media. Their current state of social media use was also of interest, as were the types of relations secondary teachers had with social media. To better understand the stories and experiences realized by these educators, ten secondary teachers were engaged using a semi-structured interview process. These teachers presented with varying backgrounds, education, and teaching focus. The interviews provided a textual representation of their social media stories. Interview transcripts were transposed into thick rich accounts describing their experiences, thoughts, ideas, and how they understood social media in their personal, professional, and instructional lives. It was found that the current state of social media use by secondary teachers was primarily limited to personal and professional purposes. Teachers used it to connect with family and friends. They used it to connect with like-minded educators and personal learning networks to locate teaching resources. Many expressed that they could see a benefit of students interacting and learning from others through social media. In the end, however, they did not use social media for instructional purposes. The majority voiced concerns about student privacy, a feeling of not being able to control what students were doing on social media, a lack of training for themselves and students, possible inappropriate behavior, and the inability to access social media …
2D and 3D Fabrication Devices: Can They Improve Spatial Reasoning Skills in Children?
The purpose of this study is to evaluate the potential benefit of two hours of activities involving 2D and 3D fabricators on the spatial reasoning skills of children in Grades 4 and 5, ages 9 to 10, from a private school in Southeast Texas. Can the introduction to hands-on activities with products created with these devices and learning about how these devices operate improve spatial reasoning skills? The research also evaluates the use of the Shapes Test as a valid measure of the spatial reasoning skills of children. The Cube Design and Spatial Memory subtests of the UNIT (Universal Nonverbal Intelligence Tests) were used for evaluating the spatial reasoning skills of the participants, based on their respected validity, along with a Shapes Test that is in development. Discussion regarding gender, language, and experiential theories of spatial reasoning skill development are included in the literature review.
The Impact of Digital Games on High School Students' Academic Achievement in Mathematics Education: A Meta-Analytic Investigation
The focus of this study was to conduct a meta-analytic investigation to combine the results obtained in independent studies aimed at determining the effectiveness of using digital games, as opposed to traditional methods, as a strategy for improving students' performance in high school mathematics. The major question of this study is: "Does the research on the use of games in high school mathematics support the use of games as a teaching strategy for improving student achievement?" To answer this question, meta-analysis was employed. Meta-analysis synthesizes and analyzes the quantitative data collected in independent and multiple empirical studies carried out on similar topics, situations, and hypotheses in order to reach a general judgment regarding the results of these studies. To determine which studies to use, specific criteria including articles published in refereed journals, thesis, and dissertation studies with experimental and control groups, research with effect size, sample size, standard deviation, and means. Based on these criteria, it was decided to include six experimental studies in the meta-analysis. The result showed that there was no significant differences between the use of digital games and traditional methods to teach mathematics in high school. The weighting factor of the two variables, standard deviation and number of participants, may account for the lack of support for gaming over traditional method of instruction.
Faculty Experiences with Collaborative Learning in the Online Classroom
The purpose of this qualitative case study was to identify the perceptions and experiences that instructors in higher education have toward providing collaborative learning activities and opportunities in their online classroom. Through semi-structured interviews, the experiences of four higher education instructors from two universities were collected concerning their provision of collaborative learning opportunities in their online classrooms. A multi-phase coding process was used to analyze the information, including the constant comparative coding method for theme and category development. Three themes emerged from the study: online communication approaches matter, there are challenges and supports for online collaborative learning, and care is at the core of online learner support. The findings are discussed and recommendations are provided for the development and design of meaningful online collaborative learning.
Design of Informal Online Learning Communities in Education
The U.S. Department of Education, Office of Ed Tech Future Ready program has encouraged the use of open informal learning communities as professional learning opportunities for educators. This study categorizes 46 state Twitter chats by their moderation techniques and design. A purposive sample of Twitter chat designers participated in this phenomenological exploration that demonstrates how the designs of these informal learning spaces are aligned with the designers' pedagogical philosophies. Recommendations for supporting, growing, and sustaining similar learning communities are included.
The Impact of a Paired Grouping Pre-Service Technology Integration Course on Student Participant Attitudes, Proficiency, and Technological Knowledge Toward Technology
The purpose of this case study with supporting quantitative data was to investigate the influence of paired grouping on student participants' perceived attitudes toward technology, perceived proficiency with technology, and perceived technological knowledge after completing a required educational technology course. Additionally, student participants' perceptions regarding the use of paired grouping on their attitudes, proficiency, and technological knowledge with regard to technology was also investigated. To measure the difference between perceived attitudes toward technology, perceived proficiency with technology, and perceived technological knowledge after completing a required educational technology course, 83 student participants enrolled in a required educational technology course at a suburban midsized Gulf Coast University in the southern United States, completed the Attitude Toward Technology Scale (ATTS), Technology Proficiency Self-Assessment for 21st Century Learning (TPSA C21), and Technological Knowledge Tool (TK). Additionally, 24 student participants participated in semi-structured interviews.
Effect of Makerspace Professional Development Activities on Elementary and Middle School Educator Perceptions of Integrating Technologies with STEM (Science, Technology, Engineering, Mathematics)
This study investigated a Makerspace professional development program, the Makers' Guild, provided to teachers within north Texas over the course of a semester. The research employed a constructionist approach delivered via 2D and 3D technologies during STEM instructional activities within a creative space. Participants reported statistically significant increases in self-reported competence in technology integration, confidence levels toward integrating World Wide Web, Emerging Technologies for Student Learning, Teacher Professional Development, and attitudes toward math, technology, science, and STEM careers.
Using Situated Learning, Community of Practice, and Guided Online Discourse in Healthcare Education for Learning Effective Interprofessional Communication
The problem exists that there are no education initiatives focused on teaching and taking into practice the skills of effective interprofessional discourse in this online, asynchronous, professional environment. The purpose of this study was to examine whether it is possible for students in the health professions to learn to practice effective interprofesssional online discourse in an electronic health record. This was a mixed methods study that included both quantitative ad qualitative inquiry underpinned by post positivism and used a method triangulation research design model. Both quantitative and qualitative data were collected and analyzed from an educational intervention and simulated electronic health record exercise. The students' perceptions of their practice in an electronic health record did not necessarily match their knowledge and skills in this group of students. Emergent themes from the study pointed in the possible direction of perceived value of the exercise, prior experience in an electronic health record, and logistical barriers to the activity. Perceived time constraints was a particularly strong concern of the students. The emergent themes might be valuable considerations for other interprofessional programs looking to implement similar activities concerning the electronic health record.
STEM Professional Volunteers in K-12 Competition Programs: Educator Practices and Impact on Pedagogy
This mixed methods dissertation study explored how secondary school educators in specific K-12 competition programs recruited and deployed STEM professional volunteers. The study explored which practices were viewed as most important, and how practices related to constructivist pedagogy, all from the viewpoint of educators. The non-positivist approach sought new knowledge without pursuing generalized results. Review of the literature uncovered extensive anecdotal information about current practices, and suggested that large investments are made in engaging volunteers. One National Science Foundation-sponsored study was identified, and its recommendations for a sustained research agenda were advanced. Three study phases were performed, one to explore practices and operationalize definitions, a second to rate practice's importance and their relation to pedagogy, and a third to seek explanations. Educators preferred recruiting local, meaning recruiting parents and former students, versus from industry or other employers. Most educators preferred volunteers with mentoring skills, and placing them in direct contact with students, versus deploying volunteers to help with behind-the-scenes tasks supporting the educator. Relationships were identified between the highest-rated practices and constructivism in programs. In STEM professional volunteers, educators see affordances, in the same way a classroom tool opens affordances. A model is proposed which shows educators considering practicality, pedagogy, knowledge and skills, and rapport when accessing the affordances opened by STEM professional volunteers. Benefits are maximized when programs align with strong industry clusters in the community.
Adult Learning: Evaluation of Preferences for Technology and Learning Sources for Workplace Learning
The purpose of this research was to provide an initial investigation of the preferences for both technology and learning sources that are available today in the modern workplace at a large financial institution with a national presence in the USA. In addition to the preferences of the participants, the research includes insights about the culture of the learning organization by using the Dimension of Learning Organization Questionnaire (DLOQ) and two preference surveys. The research methods used in this study are categorized as mixed methods and include both quantitative and qualitative methods. This study is nonpositivist and descriptive. It is based on a triangulation design method which is comprised of analysis from data obtained from the DLOQ and preference surveys, as well as semi-structured interviews with several survey participants. The results of the studies provide the foundational information for an extended quantitative analysis.
The Impact on Achievement from Student and Parent Attitudes Towards Using Smartphones in School
The purpose of this research was to determine what type of correlations existed between student and parent attitudes towards using smartphones in school and the resulting impact on achievement, specifically for low-achieving students. Participants in the study were third-grade students and their parents from a primary school in Singapore. The study employed a quantitative analysis to understand the correlations among the different participant groups. The instruments used were Likert-based surveys, along with scores from mid-year and end-of-year achievement exams in English and science. The three most relevant major findings showed that (a) low-achieving students show a positive attitude toward completing science activities, which correlates with an increase in science achievement; (b) the parents of low-achieving students appear to provide their children with autonomy in using their smartphones, which correlates with an increase in science achievement; and (c) having a smartphone and using the smartphone to complete school work is important to low-achieving students and their parents.
Associations Between Collaborative Learning and Personality/Cognitive Style Among Online Community College Students
This research study investigated associations between online community college students' personal characteristics and experiences in online courses (n = 123). Specifically, students' personalities and cognitive styles were examined alongside the perceived quality and outcomes of collaboration. Negative correlations were found between the conscientiousness personality style and both the quality of collaboration (p = .09) and the outcome of collaboration (p = .05). This finding indicates that conscientious students who, according to the literature tend to have higher academic achievement than other students, perceive negative experiences in online collaborative environments. Conversely, a positive correlation was discovered between the extraversion personality type and the perceived outcomes of collaboration (p = .01). Thus, students with a strongly extraverted personality tend to perceive that they benefits from collaborative learning. Approximately 11% of the variance in the collaborative experience was explained by the combined personal characteristics. The reported frequency of collaboration was positively correlated with both the quality (p < .01) and the outcomes of collaboration (p < .01). While not generalizable, these results suggest that not all students perceive benefits from online collaborative learning. It may be worthwhile to teach students traits associated with the extraversion type like flexibility which is important for collaborative learning. Also, teaching students to adopt traits associated with conscientiousness that improve academic achievement like self-regulation may help improve perceptions of collaborative experiences.
A Validation Study of the Triple E Rubric for Lesson Design: A Measurement Tool for Technology Use in the Classroom
This validation study examined the Triple E Rubric for Lesson Design as a measurement tool to test the effectiveness of a lesson when using technology to support learning goals. This study also measured the content and concurrent validity as well as reliability of the Triple E Rubric developed by Liz Kolb.
Student Information Gathering: Examining What Happens when School Librarians Attempt to Convey Online Information Search Strategies to Meet Information Needs
There is a growing expectation that school librarians function within their job descriptions beyond the role of reading promoter and resource manager. With college and career readiness standards, technology use and digital learning standards and information literacy standards now in place for student learning expectations, it is vital that students have opportunities to acquire, develop and practice such skills for future success in the global market economy. For students to receive such opportunities, there should be designed instruction delivered to students that allows for them to learn and practice information gathering techniques to access, use and apply information effectively, efficiently and ethically while developing technology skills within context of their content learning and real-world connections authentically. This study examined how school librarians conveyed information gathering techniques to students through a qualitative, constant comparative approach. Five middle school librarians in an urban school district participated in an observation and interview. Findings suggest that school librarians do claim an instructional role regarding information gathering and technology usage, although it manifests in diverse ways. Implications for future studies and practice suggest that the position become more defined such that the expectation to function in these roles is widely accepted by all stakeholders, and for the effectiveness of the instruction on the development of these skills. As school librarians embrace and adopt new and emerging technologies within their instructional delivery, examining the effectiveness of that instruction would be of interest.
Transformative Learning Theory as a Basis for Identifying Barriers to Faculty Confidence in Online Instruction
This study applied the stages of transformative learning to faculty perceptions and application of best practices to online learning. Research questions included: Can transformative learning theory constructs be used to identify potential barriers in faculty development and delivery of online instruction?; How does the stage of transformative learning of online faculty relate to their perceptions about online learning and their application of best practices?; Is there a correlation between stage of transformative learning and the amount of experience with online instruction a faculty member has? Principal component analysis and cluster analysis support a four-component solution. The four constructs equate to Mezirow's four stages of learning: transforming frames of reference through critical reflection of assumptions, validating contested beliefs through discourse, taking action on one's reflective insight, and critically assessing it. Multiple regression analyses were run to predict faculty perceptions on the identified components. Three of these were statistically significant based on years of experience teaching online, the number of professional development workshops taken on online teaching, or both. While the instrument appears to be a valid measurement of transformation of frame of reference, examination of previously contested beliefs, and critical assessment of action, further efforts will be needed before this is a fully validated instrument.
The Role Humor Plays in Facilitating Rapport, Engagement, and Motivation in Graduate Online Learning Environments
This study seeks to explore, using an interpretivist phenomenological approach, how humor may impact rapport, engagement, and motivation in graduate online learning environments. Through detailed qualitative analysis of semi-structured interviews, direct observation, and demographic survey data, emergent themes were identified that support the use of appropriate humor to create a positive online environment in which learning can take place. Evidence indicates that humor, when used purposefully and appropriately, is a valuable tool for promoting rapport and engagement amongst course members through community-building and enhanced interpersonal connections. The results of this study reveal the importance of finding common ground and shared experiences to improve the overall social and communicative culture of an online course. The results also support the idea that online instructors should make a great effort in connecting with students in online courses and must make a greater effort to appropriately engage in their online courses. Appropriate recommendations are made for practical application of humor to support pedagogy, as well as recommendations for future research on humor in educational environments.
Implementing Common Practices of Technology Integration in Mathematics Classrooms: A Model for Teacher Support
The purpose of this mixed methods study was to identify the types of technologies teachers use in mathematics classrooms and how those technologies were implemented. Furthermore, the purpose of this study was to explore teachers' perceptions of the impact technology has on student achievement. This study explores teachers' perceptions of the available support teachers have for integrating technology in mathematics classrooms. Last, this study explores teachers' perceptions of being prepared to integrate technology into mathematics classrooms. Surveys were conducted for a quantitative approach on teachers' perceptions of technology in teaching and learning. Semi-structured interviews were conducted, and data was analyzed through item-analysis and coding to identify emerging themes. For each topic of inquiry, themes emerged. The themes were discussed in detail, findings were discussed, and recommendations were provided for supporting teachers to integrate technology into mathematics classrooms.
Studying the Impact of a Summer Training Course on Teacher Ability to Use and Integrate an Innovative Online Museum Curriculum in Secondary Schools
This study seeks to answer the overarching question of how the use of a digitally delivered arts curriculum, including a virtual museum environment, affects teacher's perceptions of curriculum integration and whether they believe it is successful in the classroom. This study is based on the analysis of archival data collected during a pilot study that was conducted in the fall of 2016 and spring of 2017. This pilot study used a qualitative, descriptive approach and included the use of surveys, interviews, focus groups, and observations. The main focus of this study was on the experiences of a selection of educators who took part in the pilot study and summer training sessions to determine the successes and challenges they faced as they sought to the implement the experimental digitally delivered arts curriculum. The results of the study should improve the field's understanding of how virtual environments and technology can influence teacher experiences and perceptions of their potential value for learning as they continue to take hold in public schools worldwide.
Mobile Learning: Factors That Influence University Students’ Intention to Use Smartphones
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 students. This understanding can be utilized by the University administrators for developing policies related to mobile learning and by the IT departments for planning organizational technology services.
Exploring the Effectiveness of Curriculum Provided Through Transmedia Books for Increasing Students’ Knowledge and Interest in Science
Transmedia books are new and emerging technologies which are beginning to be used in current classrooms. Transmedia books are a traditional printed book that uses multiple media though the use of Quick Response (QR) codes and augmented reality (AR) triggers to access web-based technology. Using the transmedia book Skills That Engage Me students in kindergarten through second grade engage in curriculum designed to introduce science skills and careers. Using the modified Draw-a-Scientist Test (mDAST), observations and interviews, researchers analyzed pre and post data to describe changes students have about science and scientists. Future study may include the development and validation of a new instrument, Draw a Science Student, and examining the mDAST checklist with the intention of updating the parameters of what is considered positive and negative in relationship with work a scientist conducts.
The Implementation of a Confidence-based Assessment Tool Within an Aviation Training Program
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 benefits.
Using Google Docs to Support Collaborative Learning and Enhance English Language Skills among Non-Native English Speaking Students
Collaborative writing technologies such as Google Docs is believed to be a helpful tool in supporting the development of constructivist learning environments. However, not much research has been done among special populations outside the United States. This dissertation examines how using google docs can enhance collaborative learning among non-native English-speaking students at a university in Oman. A total of 52 students participated in this study, where they completed a collaborative writing activity using Google Docs. This exploratory study yielded quantitative as well as qualitative data. Interviewees shared their experience of using Google Docs for the collaborative writing activity. The research shows that Google Docs promoted collaborative interactions among students, such as learning from each other and communicating with the teacher. Interestingly, the data indicate that students used alternate social media such as WhatsApp to communicate with their group mates regarding the collaborative writing activity. Overall, the results obtained here confirm that the Google Docs can be used to enhance collaborative learning among non-native English-speaking students.
Teacher Perceptions of Student Engagement as Related to Technology Implementation in the Classroom
The challenges of at-risk students are not new. Newspaper articles from the 1860s presented information about communities seeking to help students to complete school and find employment to provide a livable wage. Today's solutions focus on legislation intended to affect societal change and provide equitable opportunities for at-risk students. Much research regarding how to improve academic outcomes for at-risk students addresses high school level, identifying those factors that encourage secondary learners to remain in school. However, less work has been done investigating whether earlier intervention can obviate later retention efforts by improving students' learning outcomes in the elementary grades. In this vein, engagement is a factor found to positively influence learning, particularly when students are actively engaged with instructional content. Technology can facilitate such interactions between students and content; however, research is needed to better understand the relationship between student engagement and technology, particularly with at-risk students in elementary settings. Seeking to address the gap, this qualitative study examined the occasion of a fifth-grade school that recently implemented 1:1 technology. Using a case study approach, researchers explored the effects of the 1:1 Chromebook implementation on teacher-perceived student engagement at the elementary level. This study sought to better understand how this school technology application influenced student engagement including constructs such as relevance, novelty, and gamification. Teachers in the study expressed that their students' engagement levels increased with Chromebook use. They identified relevance, autonomy, and novelty as reasons for students' engagement with the technology.
Student Perceptions and Sense of Self-efficacy Regarding Interface Design and Consistency in an Online Learning Environment
The purpose of this exploratory study was to investigate student perceptions of the design and consistency of the online learning environment in relation to motivation, satisfaction, and self-efficacy. Through surveys, think-aloud observation sessions, and reflection interviews, data were collected concerning student perspectives of design and consistency in the online learning environment. SPSS was used to process the survey data and a multi-step process was used to code the observations and interviews. Nine categories emerged from the analysis: (1) frustration; (2) excitement; (3) feeling of being lost; (4) confusion; (5) disgust; (6) positivity; (7); anxiety; (8) understanding; (9) action. The findings are discussed and recommendations for future research are provided to inform future development of online courses.
Understanding 3-D Spaces Through Game-based Learning: a Case Study of Knowledge Acquisition Through Problem-based Learning in Minecraft
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 reported a positive experience during the course of learning. Participants worked cohesively to achieve common goals and problem solve during the course of project completion. Participants freely participated in discourse that was on the topic of the lesson, as well as, offered suggestions for improvement and solicited ideas from other participants. Pre and posttest results yielded an improvement in knowledge acquisition regarding general knowledge of architecture types. Many students frequently used the word “Fun” to describe their learning experience as cited in their daily blog entries. The research strived to show that using Minecraft as a teaching tool can create …
Retention: Course Completion Rates in Online Distance Learning
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.
Preservice Teachers' Readiness to Integrate Technology into Instruction: Reflections from Texas Education Agency's Exit Survey
This purpose of this study examined the effectiveness in technology integration among Texas educator preparation pathways and identified successful approaches in developing the technology competencies of preservice teachers. Existing data collected by the Texas Education Agency's Exit Survey by preservice teachers completing an educator preparation program was used to conduct a quantitative study. Data was imported into SPSS to conduct statistical analysis. The findings are discussed and recommendations for future research are provided to inform future development of technology integration in educator preparation programs.
Exploring Uses of Automated Essay Scoring for ESL: Bridging the Gap between Research and Practice
Manually grading essays and providing comprehensive feedback pose significant challenges for writing instructors, requiring subjective assessments of various writing elements. Automated essay scoring (AES) systems have emerged as a potential solution, offering improved grading consistency and time efficiency, along with insightful analytics. However, the use of AES in English as a Second Language (ESL) remains rare. This dissertation aims to explore the implementation of AES in ESL education to enhance teaching and learning. The dissertation presents a study involving ESL teachers who learned to use a specific AES system called LightSide, a free and open text mining tool, to enhance writing instruction. The study involved observations, interviews, and a workshop where teachers learned to build their own AES using LightSide. The study aimed to address questions related to teacher interest in using AES, challenges faced by teachers, and the influence of the workshop on teachers' perceptions of AES. By exploring the use of AES in ESL education, this research provides valuable insights to inform the integration of technology and enhance the teaching and learning of writing skills for English language learners.
Effects of Native-English Computer-Assisted Pronunciation Training in an Online Hybrid Learning Environment
The purpose of this dissertation was to understand and compare the effect of training non-native English Speaking (NNES) learners (N = 480) in two distinct learning environments, (i) traditional face-to-face and (ii) online synchronous hybrid learning (SHL). In the traditional training mode, NNES learners (n = 360) were trained by NNES voice and accent (VANC) trainers in a physical, face-to-face setting. In the second, CAPT+SHL training mode, the NNES learners were trained by NNES VANC trainers with the help of a native-English computer-assisted pronunciation training (CAPT) tool in an online SHL environment. Factor analysis, higher-order factor analysis, hierarchical cluster analysis, and multidimensional scaling yielded a reliable scale, Eddie's Voice Test (EVT). Multiple regression yielded a predictive model between NNES pronunciation and their performance. In addition, the CAPT+SHL training mode produced higher scores on pronunciation and performance than the traditional training mode, suggesting a combination of NES and NNES VANC instructors are more effective in training NNES learners than NNES instructors by themselves. The case study (n = 3) on VANC trainers' perception of CAPT and SHL yielded three themes: (1) challenges with synchronous hybrid learning (sub-themes include physical challenges, social challenges, and cognitive challenges); (2) computer-assisted pronunciation training (CAPT) impact on non-native-English-speaking (NNES) learner pronunciation (sub-themes include self-paced pronunciation learning and pronunciation benchmarking; and (3). SHL as an equitable learning environment.
Examining the Relationship of Critical Thinking Educational Efforts on Student Grade Point Average and Program Retention
Demand for the skill of critical thinking is extensive in both higher education and in the workforce. The purpose of the current research is to examine the relationship between critical thinking educational efforts (e.g., programs incorporating high impact practices) and higher education student outcomes. For this study, student outcomes were defined as cumulative grade point average and student program retention. The study used existing data which were obtained from a large public research university in the southwest United States. The study found that higher critical thinking was significantly associated with higher overall GPA, and this relationship was stronger in males as compared to females. However, students' critical thinking was not significantly related to program retention. Findings from this study appear to confirm previous studies indicating a positive relationship between students' ability to think critically and GPA. The study also suggests that elements promoting critical thinking can be successfully embedded into undergraduate curricula through various means, including the use of high impact practices.
Exploring Undergraduate Nursing Students' Experiences with Interruptions: The Impact of Computer-Based Simulation on Their Knowledge and Satisfaction
The purpose of this study was to evaluate the impact of computer-based simulation on prelicensure senior second semester undergraduate baccalaureate nursing students' knowledge and satisfaction. The goal was to explore the current state of nursing education in relation to the nursing student's experience with interruptions and interruption management as interruptions and interruption management are an underexplored area of the nursing education experience, yet interruptions impact nursing performance and patient safety. Including effective interruption management in nursing education is the ultimate aim of this effort. The design of the study was a descriptive case study with mixed methods including quantitative and qualitative data collection and analysis. The quantitative analysis encompassed pretest and posttest drug calculation knowledge tests and a satisfaction survey. The qualitative portion of the study involved a focus group discussion relating to the nursing student's experience with interruptions and interruption management. The study results demonstrated that the participants were satisfied with the computer-based simulation. Furthermore, the results demonstrated that the professional nursing education of the study participants was devoid of interruption and interruption management education in the classroom, lab, and high-fidelity simulation. The themes that emerged from this study describe the current state of the second semester nursing student's experience with interruptions and interruption management and inform the need for interruption and interruption management education in professional nursing educational programs.
The Use of Collabrify Roadmaps Digital Curricula for Face-to-Face and Remote Instruction
This qualitative multiple case study attempts to capture and document the lived experiences of a group of elementary educators surrounding the COVID-19 emergency school closures of the 2019-2020 school year. The purpose of this study is to capture the observations and reactions of teachers after their experience using the Collabrify Roadmaps digital curriculum platform in both remote and face-to-face instructional settings to document and analyze the perceived benefits and challenges in using such a digital curriculum. By utilizing a semi-structured interview process, this study documents experiences and advice from educators in the field regarding the use of digital curricula. The findings from this study offer insight regarding the tools and features teachers want and need in digital curricula.
A Mixed Method Approach: The Influence of Military Identity on Person-Organization Fit and Organizational Commitment, and a Proposed System of Military to Civilian Employment Transition
The evaluation of the transition experiences of veterans to civilian life was conducted. The military to civilian transition (MCT) framework along with theories covering organizational, identity, and systems streams of research situated the study. A mixed methods approach was conducted in two phases: a 28-item survey and 1.5-hour interviews, which helped contextualize and explain survey findings. The multiple regression procedure examined the relationship among three variables: person-organization fit, military identity, and organizational commitment with military identity was included as a moderator. Results indicated a positive relationship between person-organization fit and organizational commitment. Contrariwise, results indicated military identity's relationship between the variables was found to be not statistically significant. Although the moderation effect of military identity was not found to influence the relationships, interviews with veterans indicated a strong connection to their military identity. Veterans shared negative and unpredictable transition stories, positive transition stories, feelings of isolation, and held prevailing military goals, while reporting a lack of backing from support agencies. Veterans perceived differences between the military and civilian environments, veteran turnover and organizational commitment were found to connect and military values and military identity were found to have connections as well. Recommendations for improving military to civilian setting transitions for veterans, civilians, and support agencies are presented. A new system of transition is proposed with the intention of improving the veteran experience as they enter the workforce. Future research and limitations to the research outcomes are also supplied.
A Qualitative Study on the Role and Affordances of Learning Management Systems
This study showcases the perceived affordances of learning management systems (LMS)in the private sector and in the non-academic public sector. The qualitative study consisted of 9 interviews of industry professionals. The semi-structured interviews captured current practices of how LMS were utilized within their organization as well as the perceived benefits that their organization obtained by utilizing an LMS. The findings showcased that the affordance category with the highest overall frequency was Operations Management 3. The affordance type with the highest overall frequency was Operational Process OM3, and the code with the highest overall frequency was Professional Development OD1-OL.
An Examination of Selected Texas Higher Education Institution Environmental Improvement Efforts from the Perspective of Sustainability Managers
The purpose of the present qualitative multiple case study was to identify and describe sustainability efforts and the perceptions of sustainability managers of selected higher education institutions (HEIs) in Texas. Through a Qualtrics survey and semi-structured interviews, sustainability managers shared their experiences regarding the implementation of sustainable initiatives on their campuses. The present study identified four broad themes including Organizational and Leadership Challenges and the Impact They Can Have on Sustainability, Facilities Challenges and Their Impact on Sustainability, Issues with Full Buy-In on the Part of Stakeholders, and Sustainability Personnel Knowledge and Experience. The results of the present study are considered, and recommendations are provided to help researchers identify challenges to implementing sustainability initiatives on HEI campuses.
A Meta-Analysis Examining Children's Comprehension in Electronic Reading Environments
Children of today are gaining exposure to electronic reading environments at earlier ages and in greater frequencies than prior generations, as evidenced by the ubiquity of modern technologies. Such technologies provide affordances beyond basic text by supporting the screen-based rendering of aural, visual, and gestural elements. This research investigates, by way of a fixed effects meta-analysis, the overall effect of electronic reading environments on the comprehension outcomes of children between the 4th and 8th grades. Findings yielded three published studies between 2016 and 2020. Results from a total population sample of 2,125 students across the United States, showed small but significant effects of reading technology on comprehension. The implications of these findings are discussed in light of their pedagogical applications and future research directions.
Industry Challenges for an Under-Skilled Workforce
This study examined the challenges companies encounter attempting to fill job vacancies with applicants having the requisite skills. Of the 115 journals evaluated as part of the literature review, 64% of the documents identified issues related to workplace skills development deficiencies in industry and academia. Additional findings related to vocational training programs, training for youth, training content issues, and investments in skills training are evaluated. The literature review suggests both industry and academia struggle with developing and training students and the workforce with the new technology skills demanded in today's workplace. A research study, conducted in an industrial manufacturing company, was performed based on two data sets (defect quantities and repair hours). Each of the data sets consisted of production performance data collected during three time periods (pre-treatment, proximal treatment, and distal post-treatment). The Treatment consisted of the development of a training course focused on the assembly and installation of electrical harness assemblies into electronic equipment cabinets. Specific industrial assembly requirements and process outcomes were addressed in the curriculum design. The statistical analysis of the quantitative data indicated there was a statistically significant outcome associated with the proximal treatment of the repair hours data set. However, the applied treatment did not yield a statistically significant outcome for the distal post-treatment time period for the defect quantities and repair hours data sets. The findings and recommendations for future study, realized in this research study, identified multiple suggestions to improve treatment (training) outcomes.
How External Instructional Design Consultants Do Their Work: A Case Study
The purpose of this qualitative case study was to define and describe the work of external instructional design consultants. Study participants included seven instructional designers with varied educational backgrounds and work experience who work in a variety of contexts supporting clients in the design and delivery of learning experiences. All seven participants completed an initial survey with demographic and background questions. Five participants then took part in semi-structured interviews. Collected data was coded using both deductive and inductive methods with each case considered individually before combining the data for analysis across cases. Study findings support previous research suggesting that the work of instructional designers is dependent on context. Results further indicated that external instructional design consultants regularly engage in project management, communication and collaboration, and the analysis and evaluation components of the instructional design process, all in keeping with existing literature. External instructional designers differed in that they do more sales-related work, and, in the analysis process, focus more on client needs than learner characteristics. Study participants were invested in creating high quality, engaging learning experiences, while also willing to accommodate the unique challenges facing any given client. The study findings suggested that prospective employees' instructional design knowledge is of limited value during hiring interviews; instead, participants reported being more likely to hire former educators and subject-matter experts who can be trained to do instructional design work. Two broad themes emerged from the study's findings: 1) instructional designers can be organized into instructional designer and manager roles with corresponding responsibilities; and 2) the question of how best to prepare instructional designers is a question of what knowledge and skills are needed and where those skills should be developed. These themes formed the basis of five instructional design personas that resulted from this study, as well as a proposed program for …
Pedagogical Balance: Exploring Pre-Service Teachers Ratings of Teaching Confidence and Teaching Experience
The purpose of this quantitative study was to further explore pedagogical balance using multidimensional scaling and epistemic network analysis. Teacher shortages and attrition remain a critical issue for the future, and simulated classroom environments like simSchool can provide teachers additional training to help improve teaching confidence and teaching experience. Two different data sets were analyzed at various time before and after simSchool use to see how pre-service teachers rate themselves in 8 areas of teaching as defined by the Survey of Teaching Skills. Multidimensional scaling was utilized to see how teaching confidence and teaching experience align with no simSchool use, 90 minutes of use, and 8 hours of use. Epistemic network analysis was utilized to look at the cognitive structures of different groups to determine any differences. The findings are discussed with future research directions provided.
Adoption of Innovation in a Community College Environment: User Perceptions of Virtual Reality (VR) Technology among Students Studying Emergency Medical Service (EMS)
This research study examined the implementation of an extended reality (XR) lab on a community college campus to facilitate student and faculty access to immersive learning resources. The study, conducted during one skills day, involved 46 students and was designed to understand if integrating immersive VR into emergency medical technician (EMT) education could enhance learner confidence and motivation, develop problem-solving and analytical thinking skills, and thus connecting the classroom learning with real-world application. The majority of participants reported increased motivation and engagement, alongside improvements in learning outcomes like knowledge retention and skill development. Applying the unified theory of acceptance and use of technology (UTAUT) model revealed performance expectancy, effort expectancy, social influence, and facilitating conditions as key determinants of VR adoption in EMT education. While no significant overall performance enhancement was observed, VR training showed potential to boost motivation, confidence, and specific performance aspects. Furthermore, student perceptions towards VR in EMT education were largely positive, thereby suggesting its utility in immersive scenario training, skill acquisition in a risk-free environment, enhancing learner engagement, and real-world situational preparedness. VR demonstrated promise as a transformative tool in EMT education, necessitating further research to fully exploit its potential in diverse learning environments.
The Relationship of Motivated Strategies for Learning, Mental Toughness, and Grit to Developmental Math Student Success in an Adaptive Learning Technology Environment
The importance of the study is grounded in the need to increase the success rates at community colleges, which is critical for meeting national goals for college attainment and promoting upward social mobility. The majority of community college students arrive unprepared for college-level math and are placed into developmental math. A drive to increase math performance has focused on course redesigns incorporating adaptive learning technologies. While adept at adapting subject matter to students' individual needs, there remains the need to understand the role of student metacognition in the learning process. The purpose of this study is to investigate the association between specific learner attributes and academic success in developmental math for students who are acquiring their skills through an adaptive learning technology environment. The Motivated Strategies of Learning Questionnaire, GRIT, and Mental Toughness Questionnaires were used to uncover relationships and differences between measured traits, student success, and demographic items such as age, gender, race, amount of time spent in paid work, and previous credits. Survey results were analyzed using a correlation research design and demonstrated significant relationships between time and gender, topics mastered and race, time and Motivated Strategies for Learning, time and self-regulation, and grade and emotional control. The study makes recommendations about how to best develop and leverage adaptive learning technologies in the future.
The Relationship between Self-Directed Informal Learning Videos and Financial Literacy
The purpose of this convergent mixed method study was to determine whether or not there is a difference in the perceived and actual financial literacy scores of millennials. Exploring the following research questions and hypotheses helped to expand knowledge around actual financial literacy and several other characteristics, including perceived financial literacy, especially among millennials (individuals born between 1981 and 1996): RQ1: What is the difference between millennials' actual and perceived financial literacy scores? RQ2: To what extent do socioeconomic status, gender, and having a bank account predict millennials' financial literacy scores? H0: There is no relationship between millennials' socioeconomic status, gender, banking status and their financial literacy scores. RQ3: What video delivery methods (if any) are millennials using to gain financial literacy knowledge in informal learning environments? Millennial participants (N = 207) were asked to complete a survey. Participants' perceived financial literacy scores were higher than their actual financial literacy scores. While males had higher perceived financial literacy ratings, females accounted for the majority of participants who scored four or above on a 5-point scale for actual financial literacy. Although, the null hypothesis was incorrect, the independent variables used in the ANOVA tables accounted for less than 15% of financial literacy scores. One hundred twenty-one millennials (58.5%) reported viewing a financial video versus 86 (41.5%) who reported not viewing financial videos. Eighty-one percent of participants reported watching financial videos at their homes. To create a lasting impact that can progress financial literacy and informal learning, more knowledge is needed.
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