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Full-Text Articles in Educational Assessment, Evaluation, and Research

In With The Old: Encouraging Archives Use With Innovative Faculty Outreach, Kimberly Veliz, Ronald Rozzell Nov 2022

In With The Old: Encouraging Archives Use With Innovative Faculty Outreach, Kimberly Veliz, Ronald Rozzell

Kansas Library Association College and University Libraries Section Proceedings

In order to encourage archives usage, an instruction librarian and archivist at a small community college collaborated to design an interactive instruction session for faculty. The session was to use breakout boxes to demonstrate how to incorporate archival materials into classroom activities at an institution wide professional development workshop event. Plans for an in-person breakout box session were scrapped after the COVID-19 Omicron wave forced workshops online. After designing and carrying out an online archives introduction, the session was reconfigured back into an in-person session utilizing breakout boxes. Despite lower-than-expected attendance, the innovative outreach made faculty and staff aware of …


Education And Entertainment: Developing New Pathways To Student Engagement Through Library Services And Student Life Partnerships, Ruth A. Monnier, Mary Mercer, Anna Stark Oct 2021

Education And Entertainment: Developing New Pathways To Student Engagement Through Library Services And Student Life Partnerships, Ruth A. Monnier, Mary Mercer, Anna Stark

Kansas Library Association College and University Libraries Section Proceedings

The COVID-19 pandemic caused higher ed professionals to pivot how they engage students in programs and events. For the 2020-2021 academic year, Pittsburg State University’s Student Life and Library Services created a series of virtual trivia nights. This paper will use the virtual trivia series as a case study to demonstrate the beneficial partnership between Student Life and Library Services at Pittsburg State University. This paper will highlight successes and suggestions on bridging the gap and replicating such a partnership at your institution.


Video Composition, Creative Discourse, And Facilitated Freedom: A Teacher's Journey To Reveal Student Potential, Michael A. Brinkmeyer May 2018

Video Composition, Creative Discourse, And Facilitated Freedom: A Teacher's Journey To Reveal Student Potential, Michael A. Brinkmeyer

MSU Graduate Theses

This research project was conducted in response to students’ lack of engagement in traditional modes of instruction and composition in a high school English Language Arts course. In order to better understand students as creative composers of knowledge, this research project asked students to engage in the video production process in collaborative groups. The research was conducted over the course of eight class periods in three different sections of Junior-level English Language Arts courses. Analysis of the data from this study reveals three important findings: 1) students respond well to creative and relevant performance assessments; 2) students’ collaborative conversations, or …


Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb Dec 2017

Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb

Articles

This article provides context for and examines aspects of the design process of a game for learning. Lost & Found (2017a, 2017b) is a tabletop-to-mobile game series designed to teach medieval religious legal systems, beginning with Moses Maimonides’ Mishneh Torah (1180), a cornerstone work of Jewish legal rabbinic literature. Through design narratives, the article demonstrates the complex design decisions faced by the team as they balance the needs of player engagement with learning goals. In the process the designers confront challenges in developing winstates and in working with complex resource management. The article provides insight into the pathways the team …


We Did It! A Collaborative Collection Development Project At The Ku And Ksu Libraries, Lea H. Currie, Mira Greene Oct 2017

We Did It! A Collaborative Collection Development Project At The Ku And Ksu Libraries, Lea H. Currie, Mira Greene

Kansas Library Association College and University Libraries Section Proceedings

For many years, the KU and KSU Libraries have looked for a method of combining their resources to create a collaborative collection development project. When KSU joined YBP as their main book vendor, it became evident that such a project might get off the ground since KU Libraries were longtime customers of YBP. Since Proquest was the main vendor for e-books for both schools and YBP sold e-books from Proquest, KU and KSU decided to approach their e-book specialist with Proquest to find out if a collaborative demand-driven (DDA) e-book project was possible. Proquest negotiated with the publishers the two …


Design And Assessment Of Deep And Active Learning In Science, Technology, Engineering, And Mathematics (Stem) Education, Juhong Christie Liu Ph.D., Elizabeth Johnson Ph.D., Jin Joy Mao Ph.D. Jun 2017

Design And Assessment Of Deep And Active Learning In Science, Technology, Engineering, And Mathematics (Stem) Education, Juhong Christie Liu Ph.D., Elizabeth Johnson Ph.D., Jin Joy Mao Ph.D.

Libraries

This presentation draws academic significance from a focused literature review and initial data for learning design in Science, Technology, Engineering, and Mathematics (STEM) education. The presenters will discuss strategies of fostering deep, active learning, alignment with assessment, and development of assessment instruments and methods. The presenters will share the design and development of an assessment kit to measure learning outcomes that matter in the 21st century STEM education. Through shared evidence and interactive reflection, the audience will take away up-to-date design strategies for deep and active learning as well as assessment in STEM education. The project is sponsored by National …


Lost & Found, Owen Gottlieb, Ian Schreiber, Kelly Murdoch-Kitt Jan 2017

Lost & Found, Owen Gottlieb, Ian Schreiber, Kelly Murdoch-Kitt

Presentations and other scholarship

Lost & Found is a strategy card-to-mobile game series that teaches medieval religious legal systems with attention to period accuracy and cultural and historical context.

The Lost & Found games project seeks to expand the discourse around religious legal systems, to enrich public conversations in a variety of communities, and to promote greater understanding of the religious traditions that build the fabric of the United States. Comparative religious literacy can build bridges between and within communities and prepare learners to be responsible citizens in our pluralist democracy.

The first game in the series is a strategy game called Lost & …


The Effectiveness Of Digital Leadership At K-12 Schools In Mississippi Regarding Communication And Collaboration During Ccrs Implementation, Lin Zhong May 2016

The Effectiveness Of Digital Leadership At K-12 Schools In Mississippi Regarding Communication And Collaboration During Ccrs Implementation, Lin Zhong

Dissertations

Successful CCRS implementation requires educators to communicate and collaborate at the local, state, and national level. Technology plays an important role in successful CCRS implementation. This study aims to investigate how digital leadership improves communication and collaboration at K-12 schools in Mississippi regarding implementation of CCRS as well as the effectiveness of different ways of supporting communication and collaboration regarding CCRS implementation. Mixed-method was chosen to investigate the research questions. Ten public school principals from two school districts were interviewed and observed at qualitative stage and two hundred fifty-four public schools teachers participated in the survey at quantitative stage. Interviews …


Coding By Choice: A Transitional Analysis Of Social Participation Patterns And Programming Contributions In The Online Scratch Community, Deborah A. Fields, Yasmin B. Kafai, Michael T. Giang Feb 2016

Coding By Choice: A Transitional Analysis Of Social Participation Patterns And Programming Contributions In The Online Scratch Community, Deborah A. Fields, Yasmin B. Kafai, Michael T. Giang

Instructional Technology and Learning Sciences Faculty Publications

While massive online communities have drawn the attention of researchers and educators on their potential to support active collaborative work, knowledge sharing, and user-generated content, few studies examine participation in these communities at scale. The little research that does exist attends almost solely to adults rather than communities to support youths’ learning and identity development. In this chapter, we tackle two challenges related to understanding social practices that support learning in massive social networking forums where users engage in design. We examined a youth programmer community, called Scratch.mit.edu, that garners the voluntary participation of millions of young people worldwide. We …


A Phenomenological Study Of The Impact On Collaboration As Perceived By Educators While Using Software To Manage Individualized Education Programs, Vaughn Hammond Dec 2015

A Phenomenological Study Of The Impact On Collaboration As Perceived By Educators While Using Software To Manage Individualized Education Programs, Vaughn Hammond

Doctoral Dissertations and Projects

The purpose of this qualitative phenomenological study was to gain a deeper, richer understanding of how educators’ use of software to manage individualized education programs (IEPs) impact collaboration in the IEP process. Research questions included: (a) What are the challenges identified by educators when using software to manage IEPs? (b) What are the benefits identified by educators when using software to manage IEPs? (c) What are educators’ perceptions on the impact using software to manage IEPs has on the collaboration among the IEP team? (d) What are educators’ perceptions of the use of software on increasing collaboration skills? Educators from …


Learning Through Collaboration And Partnership, Gloria Creed-Dikeogu Jul 2015

Learning Through Collaboration And Partnership, Gloria Creed-Dikeogu

Kansas Library Association College and University Libraries Section Proceedings

Collaboration is vital when it comes to serving academic library patrons. In 2014, the Ottawa University library benefitted from six different partnerships. Along the way, librarians learned valuable lessons which can be applied to future collaborative endeavors.


College And Career Ready: What’S The Library Got To Do With It?, Janet Anderson-Story, Carmaine Ternes, Joy Haegert Jul 2015

College And Career Ready: What’S The Library Got To Do With It?, Janet Anderson-Story, Carmaine Ternes, Joy Haegert

Kansas Library Association College and University Libraries Section Proceedings

College and Career Ready, Career Clusters, and Career Pathways are buzz words often heard but not always understood. These terms will be discussed as information about the collaborative activities between Emporia High School (EHS) and Flint Hills Technical College (FHTC) is shared. One responsibility of Emporia High School guidance counselors is to assist students in exploring and choosing career pathway courses. To support the counselors, the librarians at both institutions have created resources and activities that engage students in career exploration. The FHTC librarian created a LibGuide that includes online handbooks, reports, and crosswalks from FHTC programs to the six …


Examining Student Participation In Three Learning Activities Supported By Social Annotation Tools, Tian Luo, Fei Gao, Kathryn S. Hoff Oct 2013

Examining Student Participation In Three Learning Activities Supported By Social Annotation Tools, Tian Luo, Fei Gao, Kathryn S. Hoff

STEMPS Faculty Publications

Social annotation (SA) allows learners to highlight and comment on Web pages and share annotations with each other online. Despite its potential in promoting collaborative learning, examining how to integrate it into educational settings has not been fully studied. The purpose of the study is to examine student participation in three different SA-based online activities: (1) peer review, (2) annotated discussion, and (3) collaborative reading. Students participated in all three SA-based activities and took a survey at the end reporting the effectiveness of these activities. The analysis of students' annotations and their survey responses suggested that although participants perceived the …


Quantified Recess: Design Of An Activity For Elementary Students Involving Analyses Of Their Own Movement Data, Victor R. Lee, Joel R. Drake Jul 2013

Quantified Recess: Design Of An Activity For Elementary Students Involving Analyses Of Their Own Movement Data, Victor R. Lee, Joel R. Drake

Instructional Technology and Learning Sciences Faculty Publications

Recess is often a time for children in school to engage recreationally in physically demanding and highly interactive activities with their peers. This paper describes a design effort to encourage fifth-grade students to examine sensitivities associated with different measures of center by having them analyze activities during recess using over the course of a week using Fitbit activity trackers and TinkerPlots data visualization software. We describe the activity structure some observed student behaviors during the activity. We also provide a descriptive account, based on video records and transcripts, of two students who engaged thoughtfully with their recess data and developed …


Multilinguality In The Digital Library: A Review, Anne Diekema Jan 2012

Multilinguality In The Digital Library: A Review, Anne Diekema

Instructional Technology and Learning Sciences Research

Purpose – Together, increasing globalization and the internet created fertile grounds for the establishment of multilingual digital libraries. Providing cross-lingual access to materials is of particular interest to political entities such as the European Union, which currently has 23 official languages, but also to multinational companies and countries that have different languages represented among their citizens. The main objective of this paper is to review the literature on multilingual digital libraries and provide an overview of this area.

Design/methodology/approach – Based on a thorough literature search in four different databases, a core set of literature on multilingual digital libraries was …


Collaborative Strategic Board Games As A Site For Distributed Computational Thinking, Matthew Berland, Victor R. Lee Apr 2011

Collaborative Strategic Board Games As A Site For Distributed Computational Thinking, Matthew Berland, Victor R. Lee

Instructional Technology and Learning Sciences Faculty Publications

This paper examines the idea that contemporary strategic board games represent an informal, interactional context in which complex computational thinking takes place. When games are collaborative – that is, a game requires that players work in joint pursuit of a shared goal – the computational thinking is easily observed as distributed across several participants. This raises the possibility that a focus on such board games are profitable for those who wish to understand computational thinking and learning in situ. This paper introduces a coding scheme, applies it to the recorded discourse of three groups of game players, and provides qualitative …


Collaborative Games: Lessons Learned From Board Games, Jose Zagal, Rick Jochen, Hsi Idris Dec 2005

Collaborative Games: Lessons Learned From Board Games, Jose Zagal, Rick Jochen, Hsi Idris

Jose P Zagal

Collaborative mechanisms are starting to become prominent in computer games, like massively multiplayer online games (MMOGs); however, by their nature, these games are difficult to investigate. Game play is often complex and the underlying mechanisms are frequently opaque. In contrast, board games are simple. Their game play is fairly constrained and their core mechanisms are transparent enough to analyze. In this article, the authors seek to understand collaborative games. Because of their simplicity, they focus on board games. The authors present an analysis of collaborative games. In particular, they focus on Reiner Knizia’s LORDOFTHERINGS, considered by many to be the …