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Study On Technology And Learning, Jeremy Bramwell
Study On Technology And Learning, Jeremy Bramwell
Honors Undergraduate Theses
The purpose of this research thesis is to investigate technologies effects on learning. Specifically the researchers studied the usability of intelligent personal assistant-enabled devices for learning assistance. It is assumed that using technology in educational context helps both students and educators because there is a positive effect on engagement which increases learning curves. Although, this is not always the case. The present study yielded results that were not consistent with the assumption that using any type of technology as an aid for learning has a positive effect. Further research will seek to investigate other intelligent personal assistant devices for classroom …
Role Of Spatial Ability In Musical Instrument Choice: Implications For Music Education, Tevis L. Tucker
Role Of Spatial Ability In Musical Instrument Choice: Implications For Music Education, Tevis L. Tucker
Honors Undergraduate Theses
The intent of this thesis is to explore the relationship between spatial ability and the wide range of musical instruments musicians play. Existing literature has established a link between musicianship and improved spatial ability, but researchers have yet to look at how the spatial makeup of different musical instruments may, in turn, reveal unique levels of spatial proficiency from one instrumentalist to the next. This study was formatted as an online survey that included a music experience scale, a demographics scale, and two measures of spatial ability: the Card Rotations Test (CRT) and the Paper Folding Test (PFT). Participants who …
Video Game Self-Efficacy And Its Effect On Training Performance, Skilan Ortiz
Video Game Self-Efficacy And Its Effect On Training Performance, Skilan Ortiz
Electronic Theses and Dissertations
This study examined the effects of using serious games for training on task performance and declarative knowledge outcomes. The purpose was to determine if serious games are more effective training tools than traditional methods. Self-efficacy, expectations for training, and engagement were considered as moderators of the relationship between type of training and task performance as well as type of training and declarative knowledge. Results of the study offered support for the potential of serious games to be more effective than traditional methods of training when it comes to task performance.
A Multimedia Approach To Game-Based Training: Exploring The Effects Of The Modality And Temporal Contiguity Principles On Learning In A Virtual Environment, Stephen Serge
Electronic Theses and Dissertations
There is an increasing interest in using video games as a means to deliver training to individuals learning new skills or tasks. However, current research lacks a clear method of developing effective instructional material when these games are used as training tools and explaining how gameplay may affect learning. The literature contains multiple approaches to training and GBT but generally lacks a foundational-level and theoretically relevant approach to how people learn specifically from video games and how to design instructional guidance within these gaming environments. This study investigated instructional delivery within GBT. Video games are a form of multimedia, consisting …
A Model Of Flow And Play In Game-Based Learning The Impact Of Game Characteristics, Player Traits, And Player States, Davin Pavlas
A Model Of Flow And Play In Game-Based Learning The Impact Of Game Characteristics, Player Traits, And Player States, Davin Pavlas
Electronic Theses and Dissertations
In this dissertation, the relationship between flow state, serious games, and learning was examined. Serious games, which are games that convey something other than enjoyment (e.g., learning), are increasingly popular platforms for research, training, and advertisement. The elements that make serious games useful to researchers, trainers, and practitioners are closely linked to those that make up the positive psychology construct of flow state. Flow state describes an optimum experience that is encountered when a variety of factors are met, and is characterized by high focus, engagement, motivation, and immersion. While flow state is often discussed in the serious games literature, …
Learning For The Next Generation: Predicting The Usage Of Synthetic Learning Environments, Arthur Evans
Learning For The Next Generation: Predicting The Usage Of Synthetic Learning Environments, Arthur Evans
Electronic Theses and Dissertations
The push to further the use of technology in learning has broadened the attempts of many to find innovated ways to aid the new, technologically savvy generation of learners, in acquiring the knowledge needed for their education and training. A critical component to the success of these initiatives is the proper application of the science of learning (Cannon-Bowers and Bowers, 2009). One technological initiative that can benefit from this application is the use of synthetic learning environments (SLEs). SLEs are instructional systems embedded within virtual worlds. These worlds can be simulations of some task, for instance a simulation that may …
Learning African-American History In A Synthetic Learning Environment, Adams Greenwood-Ericksen
Learning African-American History In A Synthetic Learning Environment, Adams Greenwood-Ericksen
Electronic Theses and Dissertations
Synthetic Learning Environments (SLEs) represent a hybrid of simulations and games, and in addition to their pedagogical content, rely on elements of story and interactivity to drive engagement with the learning material. The present work examined the differential impact of varying levels of story and interactivity on learning. The 2x2 between subjects design tested learning and retention among 4 different groups of participants, each receiving one of the 4 possible combinations of low and high levels of story and interactivity. Objective assessments of participant performance yielded the unexpected finding that learners using the SLE performed more poorly than any other …
Game On: The Impact Of Game Features In Computer-Based Training, Renee Derouin-Jessen
Game On: The Impact Of Game Features In Computer-Based Training, Renee Derouin-Jessen
Electronic Theses and Dissertations
The term "serious games" became popularized in 2002 as a result of an initiative to promote the use of games for education, training, and other purposes. Today, many companies are using games for training and development, often with hefty price tags. For example, the development budget for the U.S. Army recruiting game, "America's Army" was estimated at $7 million. Given their increasing use and high costs, it is important to understand whether game-based learning systems perform as billed. Research suggests that games do not always increase learning outcomes over conventional instruction. However, certain game features (e.g., rules/goals, fantasy, challenge) might …
Predicting Anxiety From Parent And Childhood Variables, Brian Fisak
Predicting Anxiety From Parent And Childhood Variables, Brian Fisak
Electronic Theses and Dissertations
The high prevalence rate, significant distress and impairment, and persistence of childhood anxiety disorders highlight the need for continued theoretical conceptualization and research into the developmental pathways associated these disorders. In response to this need, one goal this project was to examination and identify variables associated with the development and/or maintenance of child anxiety disorders. A second goal of this project was to examine the potential role of learning from parents as a risk factor in the development of child anxiety, with a particular emphasis on three learning mechanisms: modeling, information transfer, and reinforcement of anxious behaviors. The third goal …
Improving Metacomprehension And Learning Through Graduated Concept Mod, Eleni Kring
Improving Metacomprehension And Learning Through Graduated Concept Mod, Eleni Kring
Electronic Theses and Dissertations
Mental model development, deeper levels of information processing, and elaboration are critical to learning. More so, individuals' metacomprehension accuracy is integral to making improvements to their knowledge base. In other words, without an accurate perception of their knowledge on a topic, learners may not know that knowledge gaps or misperceptions exist and, thus, would be less likely to correct them. Therefore, this study offered a dual-process approach that aimed at enhancing metacomprehension. One path aimed at advancing knowledge structure development and, thus, mental model development. The other focused on promoting a deeper level of information processing through processes like elaboration. …