Development of a Test Blueprint for a Hospitality Management Capstone Course to Measure Programmatic Student Learning Outcomes

Development of a Test Blueprint for a Hospitality Management Capstone Course to Measure Programmatic Student Learning Outcomes

Date: May 2010
Creator: Stevenson, Jackie M.
Description: The purpose of this study was to develop a test blue-print for a hospitality management capstone course to measure programmatic student learning outcomes. A total of 50 hospitality industry professionals and hospitality management faculty were interviewed through focus group discussions, and a post-focus group survey was conducted to determine a weighted percentage for each of the nine determined content domains. A test blueprint was developed from the weighted proportions determined by this study and a process by which other educational institutions could follow to establish a consistent and accurate evaluation method for a capstone course was described.
Contributing Partner: UNT Libraries
The Global Village Playground: A qualitative case study of designing an ARG as a capstone learning experience.

The Global Village Playground: A qualitative case study of designing an ARG as a capstone learning experience.

Date: May 2009
Creator: Dondlinger, Mary Jo
Description: The Global Village Playground (GVP) was a capstone learning experience designed to address institutional assessment needs while providing an integrated, contextualized, and authentic learning experience for students. In the GVP, students work on simulated and real-world problems as a design team tasked with developing an alternate reality game that makes an impact on the United Nations Millennium Development Goals. The purpose of this study was to evaluate the effectiveness of the design of the GVP as a capstone experience. The research design follows a qualitative case study approach to gather and analyze data collected from the instructors and students participating in the pilot implementation of the GVP. Results of the study show predominantly favorable reactions to various aspects of the course and its design. Students reported to have learned the most through interactions with peers and through applying and integrating knowledge in developing the alternate reality game that was the central problem scenario for the course. What students demonstrated to have learned included knowledge construction, social responsibility, open-mindedness, big picture thinking, and an understanding of their relationship to the larger society and world in which they live. Challenges that resulted from the design included the amount of necessary to build ...
Contributing Partner: UNT Libraries