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Use Of Mobile Applications For Information Management Among Library And Information Science Trainees In Federal Polytechnic Ede, Osun State, Nigeria, Blessing Babawale Amusan, Adepero Olajumoke Odumade Mrs. 2023 Federal Polytechnic Ede, Osun State, Nigeria

Use Of Mobile Applications For Information Management Among Library And Information Science Trainees In Federal Polytechnic Ede, Osun State, Nigeria, Blessing Babawale Amusan, Adepero Olajumoke Odumade Mrs.

Library Philosophy and Practice (e-journal)

The study is an assessment of the use of mobile applications for information management among year two National Diploma students in the Department of Library and Information Science, Federal Polytechnic Ede, Osun State, Nigeria. The study adopted a survey method and questionnaire were administered on the 164 students from which 152 were completed and returned. The study discovered that the students commonly used mobile applications for managing information relating to their academic activities and were highly skilled in using mobile applications for streaming videos, sharing of documents and uploading of information using social media apps, but majority. The study also …


The Sci – Dot: A New Dimension Of Scientific Innovation For Persons With Blv., Ashley N. Nashleanas Ph.D. 2023 Independence Science, Inc.

The Sci – Dot: A New Dimension Of Scientific Innovation For Persons With Blv., Ashley N. Nashleanas Ph.D.

Journal of Science Education for Students with Disabilities

Throughout history, students with blindness and low vision (BLV) have been vastly underrepresented in science, technology, engineering, and mathematics (STEM) disciplines with regards to both K-12 education and post-secondary endeavors (Burgstahler, 1994; Supalo, 2010). This underrepresentation of students with BLV in STEM is due to limitations in technology that allow them to access data in a laboratory setting, thus inhibiting their abilities to partake actively in data acquisition with their peers. The Sci-Dot, a multiline, refreshable braille and tactile graphics display capable of logging scientific data in real time with the support of Vernier Science Education’s (VSE) Go-Direct Bluetooth sensors, …


The Effect Of Using Flipped Classrooms Based On Gamification In Developing Self-Regulated Learning Skills And Educational Resilience Among Third-Intermediate Students In English Language, Ali H. Najmi PhD 2023 King Abdulaziz University, Saudi Arabia

The Effect Of Using Flipped Classrooms Based On Gamification In Developing Self-Regulated Learning Skills And Educational Resilience Among Third-Intermediate Students In English Language, Ali H. Najmi Phd

International Journal for Research in Education

This research examined the effect of flipped classrooms based on gamification on developing self-regulated learning skills and educational resilience among students of intermediate schools in English language. The research sample included (90) students in the third intermediate grade who were selected from three schools in Jeddah, and they were distributed into three groups, with (30) students in each group. A quasi-experimental design was used to study the effect of using flipped classrooms based on gamification on self-regulated learning skills and educational resilience. The researcher developed a measure for self-regulated learning skills that included (28) phrases distributed over (4) axes, namely: …


Investigating The Effect Of Universal Design For Learning On Learner Performance, Engagement, And Self-Efficacy, Ana Elizabeth Redstone 2023 Old Dominion University

Investigating The Effect Of Universal Design For Learning On Learner Performance, Engagement, And Self-Efficacy, Ana Elizabeth Redstone

STEMPS Theses & Dissertations

This study sought to address the gap in knowledge about the effect of UDL features on asynchronous online postsecondary learners’ achievement, engagement, and self-efficacy. The study also described a process for redesigning an online course to incorporate UDL components and provided specific examples of the implemented UDL guidelines. The study was conducted in a three-phase multimethod research design, which included quantitative and qualitative data collected from the participants, the learning management system (LMS), and the course instructor.

In collaboration with the course instructor, the researcher redesigned an existing asynchronous online university Computer Science course using UDL guidelines to address learning …


Assessing The Impact Of Substituting Interaction Types: An Empirical Study Of The Interaction Equivalency Theory, Scott Alan Hauert 2023 Old Dominion University

Assessing The Impact Of Substituting Interaction Types: An Empirical Study Of The Interaction Equivalency Theory, Scott Alan Hauert

STEMPS Theses & Dissertations

Multimedia technologies allow instructional designers to transform interpersonal interactions into interactions between learners and content. These learner–content interactions are more scalable in online, asynchronous distance education (DE) than interactions between learners and the instructor or interactions among learners. Additionally, learners sometimes prefer interactions with course content over interactions with their peers and instructor. Studies on learner–learner and learner–instructor interaction provide insight into the preferences and perceived effects of interaction types. However, the literature has not directly discussed the impact on performance resulting from substituting learner–content interaction for learner–learner interaction. This study examined the impact of substituting interaction types on perception …


Proceedings Of The Cuny Games Conference 9.0, Robert O. Duncan, Grace L. Axler-DiPerte, Joseph Bisz, Christina Boyle, Devorah Kletenik, Carolyn Stallard 2023 York College & The Graduate Center

Proceedings Of The Cuny Games Conference 9.0, Robert O. Duncan, Grace L. Axler-Diperte, Joseph Bisz, Christina Boyle, Devorah Kletenik, Carolyn Stallard

Publications and Research

The CUNY Games Network is an organization dedicated to encouraging research, scholarship and teaching in the developing field of games-based learning. We connect educators from every campus and discipline at CUNY and beyond who are interested in digital and non-digital games, simulations, and other forms of interactive teaching and inquiry-based learning.


B/Lv Laboratory Accessibility Technology Adapted For Neurodiverse Chemistry Students, Christin B. Monroe 2023 Landmark College

B/Lv Laboratory Accessibility Technology Adapted For Neurodiverse Chemistry Students, Christin B. Monroe

Journal of Science Education for Students with Disabilities

Text-to-speech technology is a common accommodation available for students with disabilities. Despite the ubiquitous nature of text-to-speech, this technology has not been explored in laboratory settings for neurodiverse college students. This study explores the adaptability of laboratory accessible text-to-speech technology (originally developed for blind/low vision (B/LV) students) for neurodiverse students. Students were asked to provide general feedback about the usability and effectiveness of the technology using Likert surveys. The students also answered open-ended questions about how the technology could be adapted to be more neurodiverse friendly. Overall, more than 50% of the students found the technology useful but had specific …


The Effects Of Isolated Affordances On Preschool Counting Improvement When Using A Digital Coloring App, Katherine Papazian 2023 CUNY Graduate Center

The Effects Of Isolated Affordances On Preschool Counting Improvement When Using A Digital Coloring App, Katherine Papazian

Dissertations, Theses, and Capstone Projects

Counting is an important preschool math skill that is necessary for building a strong foundation in mathematics. Previous research has demonstrated that guided counting activities can improve counting ability in preschoolers and that drawing on paper while learning can deepen processing, but research has not included digital drawing as a potential means of deepening processing while children count. This study developed a novel touch-screen app, which used a guided coloring activity to encourage effective counting skills and serve as a home numeracy tool that could be employed by all parents, including those with math anxiety. To evaluate the benefits of …


One Font Doesn’T Fit All: The Influence Of Digital Text Personalization On Comprehension In Child And Adolescent Readers, Shannon M. Sheppard, Susanne L. Nobles, Anton Palma, Sophie Kajfez, Marjorie Jordan, Kathy Crowley, Sofie Beier 2023 Chapman University

One Font Doesn’T Fit All: The Influence Of Digital Text Personalization On Comprehension In Child And Adolescent Readers, Shannon M. Sheppard, Susanne L. Nobles, Anton Palma, Sophie Kajfez, Marjorie Jordan, Kathy Crowley, Sofie Beier

Communication Sciences and Disorders Faculty Articles and Research

Reading comprehension is an essential skill. It is unclear whether and to what degree typography and font personalization may impact reading comprehension in younger readers. With advancements in technology, it is now feasible to personalize digital reading formats in general technology tools, but this feature is not yet available for many educational tools. The current study aimed to investigate the effect of character width and inter-letter spacing on reading speed and comprehension. We enrolled 94 children (kindergarten–8th grade) and compared performance with six font variations on a word-level semantic decision task (Experiment 1) and a passage-level comprehension task (Experiment 2). …


Game-Based Learning In Elementary Mathematics, Sophia Greenfield 2023 Concordia University - Saint Paul

Game-Based Learning In Elementary Mathematics, Sophia Greenfield

Graduate Teacher Education

This paper analyzed 15 primary, peer-reviewed research articles about how to integrate game-based learning in elementary mathematics to increase conceptual understanding. The purpose of this paper was to inform teachers about how to integrate digital and traditional games, including factors to enhance effective implementation, in a way that increased conceptual understanding. Key factors were gleaned from the articles that had a significant impact on the effectiveness of game-based learning. In Chapter Two, traditional and digital games were divided into two sections to analyze the benefits and drawbacks of each method. These benefits and drawbacks were compared in the Appendices to …


How Teachers Conceptualise Shared Control With An Ai Co-Orchestration Tool: A Multiyear Teacher-Centred Design Process, LuEttaMae Lawrence, Vanessa Echeverria, Kexin Yang, Vincent Aleven, Nikol Rummel 2023 Utah State University

How Teachers Conceptualise Shared Control With An Ai Co-Orchestration Tool: A Multiyear Teacher-Centred Design Process, Luettamae Lawrence, Vanessa Echeverria, Kexin Yang, Vincent Aleven, Nikol Rummel

Instructional Technology and Learning Sciences Faculty Publications

Artificial intelligence (AI) can enhance teachers' capabilities by sharing control over different parts of learning activities. This is especially true for complex learning activities, such as dynamic learning transitions where students move between individual and collaborative learning in un-planned ways, as the need arises. Yet, few initiatives have emerged considering how shared responsibility between teachers and AI can support learning and how teachers' voices might be included to inform design decisions. The goal of our article is twofold. First, we describe a secondary analysis of our co-design process comprising six design methods to understand how teachers conceptualise sharing control with …


Stem Implementation Issues In Indonesia: Identifying The Problems Source And Its Implications, Janu Arlinwibowo Dr., Heri Retnawati Prof. Dr, Rian Galih Pradani, Gupita Nadindra Fatima 2023 National Research and Innovation Agency, Indonesia

Stem Implementation Issues In Indonesia: Identifying The Problems Source And Its Implications, Janu Arlinwibowo Dr., Heri Retnawati Prof. Dr, Rian Galih Pradani, Gupita Nadindra Fatima

The Qualitative Report

The last few years, STEM education received more attention in the world, including Indonesia. There are many teachers who have participated in socialization and applied STEM in their schools. Therefore, this study aims to describe the various obstacles faced by teachers implementing STEM learning. This qualitative study uses a phenomenological methodology. Data is collected from in-depth interviews with nine teachers who have information and knowledge related to STEM as an integrative learning framework and have participated in socialization, workshops, or seminars. The stages of data analysis are doing data reduction, determining themes, making links between themes, and concluding findings. The …


Designing A Rubric For Evaluating Curricular Resources In Montana's Indian Education For All Repository: A Design-Based Research Approach, Megan M. Hamilton 2023 Utah State University

Designing A Rubric For Evaluating Curricular Resources In Montana's Indian Education For All Repository: A Design-Based Research Approach, Megan M. Hamilton

All Graduate Theses and Dissertations, Spring 1920 to Summer 2023

The purpose of this research study was to create an initial rubric to evaluate social studies lesson plans prior to their addition to Montana Office of Public Instruction’s online repository for Indian Education for All (IEFA) curriculum. In the first phase of this study, I examined Montana’s IEFA curriculum thematically to gain a better understanding of how Indigenous histories and perspectives are being represented using combined theoretical lenses of Tribal Critical Race Theory and culturally sustaining/ revitalizing pedagogy. In the second phase of this study, I used my thematic findings to inform the design of a theory-informed evaluative rubric. The …


Design And Implementation Of 360-Degree Video Vignettes In Immersive Virtual Reality: A Quality Management In Higher Education Case, Martha Snyder, Steven Kramer, Diane Lippe, Sharan Sankar 2023 Nova Southeastern University

Design And Implementation Of 360-Degree Video Vignettes In Immersive Virtual Reality: A Quality Management In Higher Education Case, Martha Snyder, Steven Kramer, Diane Lippe, Sharan Sankar

The Qualitative Report

Immersive virtual reality (IVR) in higher education has gained traction as a way to engage learners in immersive and authentic learning experiences. However, there is a need for guidance on how to design and implement IVR solutions. We used a design-based research methodology to answer the following overarching research question and sub-questions: (1) How can 360-degree video vignettes presented within an IVR environment be designed and implemented to facilitate quality management competencies? (1a) How do learners experience this technology? (1b) What is the process for creating and implementing this technology? (1c) How can we best design the learning experience? We …


An Introduction To The Algebra Revolution, Art Bardige 2023 boardmember

An Introduction To The Algebra Revolution, Art Bardige

Numeracy

Bardige, Art. 2022. The Algebra Revolution: How Spreadsheets Eliminate Algebra 1 to Transform Education; (Bookbaby) 135 pp. UNSPSC 55111505.

The Algebra Revolution: How Spreadsheets Eliminate Algebra 1 to Transform Education argues that Algebra 1 can be eliminated by teaching mathematics through spreadsheets. Such a change would eliminate the greatest roadblock to student achievement.


Generative Artificial Intelligence In Education, Part One: The Dynamic Frontier, Yu-Chang Hsu, Yu-Hui Ching 2023 Boise State University

Generative Artificial Intelligence In Education, Part One: The Dynamic Frontier, Yu-Chang Hsu, Yu-Hui Ching

Educational Technology Faculty Publications and Presentations

Generative artificial intelligence (GenAI), such as ChatGPT, has taken the world by storm. ChatGPT attracted 1 million users in 5 days and 100 million users in 2 months since its launch in November 2022. In this first article of a two-part series, we discuss the overall dynamic frontier of GenAI, its potential uses and benefits in education, essential abilities in the age of GenAI, and the corresponding issues and concerns of this new technology. In the next article of this series, we will expand upon the discussion of the dynamic frontier of GenAI to examine various aspects related to GenAI …


S-Kmn: Integrating Semantic Features Learning And Knowledge Mapping Network For Automatic Quiz Question Annotation, Jing Wang, Hao Li, Xu Du, Jui-Long Hung, Shuoqiu Yang 2023 Central China Normal University

S-Kmn: Integrating Semantic Features Learning And Knowledge Mapping Network For Automatic Quiz Question Annotation, Jing Wang, Hao Li, Xu Du, Jui-Long Hung, Shuoqiu Yang

Educational Technology Faculty Publications and Presentations

Quiz question annotation aims to assign the most relevant knowledge point to a question, which is a key technology to support intelligent education applications. However, the existing methods only extract the explicit semantic information that reveals the literal meaning of a question, and ignore the implicit knowledge information that highlights the knowledge intention. To this end, an innovative dual-channel model, the Semantic-Knowledge Mapping Network (S-KMN) is proposed to enrich the question representation from two perspectives, semantic and knowledge, simultaneously. It integrates semantic features learning and knowledge mapping network (KMN) to extract explicit semantic features and implicit knowledge features of questions,respectively. …


How Co-Designing Computational Modeling Activities Helped Teachers Implement Responsive Teaching Strategies, Hillary Swanson, LuEttaMae Lawrence, Jared Arnell, AlLisia Dawkins, Bonni Jones, Bruce Sherin, Uri Wilensky 2023 Utah State University

How Co-Designing Computational Modeling Activities Helped Teachers Implement Responsive Teaching Strategies, Hillary Swanson, Luettamae Lawrence, Jared Arnell, Allisia Dawkins, Bonni Jones, Bruce Sherin, Uri Wilensky

Instructional Technology and Learning Sciences Faculty Publications

In recent years, science education has shifted focus, from content to practice. This is reflected in the NGSS, which advocate learning science concepts through engagement in science and engineering practices. Theory building is a central activity of science and computational modeling is a key practice through which contemporary scientists construct theory. In this paper, we discuss an 8th grade science teacher's implementation of a computational modeling lesson. The teacher had co-designed the computational modeling microworld and lesson with the research team over the preceding summers. We investigate the teacher's activity during a whole-class discussion near the end of the lesson, …


Understanding Computational Thinking In The Gameplay Of The African Songo Board Game, Rebecca Y. Bayeck 2023 Utah State University

Understanding Computational Thinking In The Gameplay Of The African Songo Board Game, Rebecca Y. Bayeck

Instructional Technology and Learning Sciences Faculty Publications

Computational thinking is a necessary skill for the 21st century. While previously examined in computer-rich settings, researchers are increasingly studying computational thinking in unplugged environments such as board games. Focusing on the African board game Songo, this study shows that computational thinking practices are embedded in Songo board gameplay and interact with the cultural context. The study also reveals a computing practice peculiar to Songo gameplay, songoputation. This paper suggests that researchers can benefit from exploring computational thinking and computing practices beyond board games in western contexts.


Architectural And Heritage Experience Through Playful Learning (An Interdisciplinary And Exploratory Action Research Focused On The Egyptian Context), Atheer Ahmed Salama 2023 American University in Cairo

Architectural And Heritage Experience Through Playful Learning (An Interdisciplinary And Exploratory Action Research Focused On The Egyptian Context), Atheer Ahmed Salama

Theses and Dissertations

“The lack of awareness of the value of heritage and the lack of opportunities to engage in preserving and safeguarding heritage in the public sphere not only puts the heritage in risk of being irremediably lost. It also impoverishes the younger generation’s sense of identity and belonging within its respective socio-cultural continuum, and thus limits its ability to engage and contribute meaningfully to society at large” (UNESCO, 2021). With conducting this research, the researcher believes that heritage-themed analog games may carve the younger generation’s memory of heritage, allowing them to boost their sense of identity and belonging; thus, widening their …


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