Incorporating Andragogy And Cognitive Theory Of Multimedia Learning Into Self-Paced Training And Development Programs,
2022
University of San Francisco
Incorporating Andragogy And Cognitive Theory Of Multimedia Learning Into Self-Paced Training And Development Programs, Shanshan Gao
Doctoral Dissertations
In the modern higher educational system, technology permeated almost all the provisions of educational processes and transformed individual learning transactions. Empirical evidence reveals students’ skill gaps in the digitized campus and the real-world work environment driven by technology. Technical training is of high value and in high demand in helping students to develop the skills necessary to carry out schoolwork and be prepared for the real-world work environment. The purpose of this study was to investigate the effectiveness of the combined method of Andragogy and Cognitive Theory of Multimedia Learning (CTML) in enhancing learning results and optimizing students’ learning experience …
Instructional Systems Design And The Diffusion And Adoption Of Technology: (Volume 1),
2022
Old Dominion University
Instructional Systems Design And The Diffusion And Adoption Of Technology: (Volume 1), Miguel Ramlatchan (Author & Editor), Mark Parsons (Author), Meghan Soldani (Author), Josie Joswick Mendoza (Author), Maria Satre (Author), Brittany Spitz (Author), Jasmine Bundy (Author), Amanda Kline (Author)
Distance Learning Faculty & Staff Books
Instructional designers, instructional systems designers, and other educational technologists are, by their nature, innovators. These professionals apply and extend the applied science of learning, systems, communication, and instructional design theory to help students learn. Technology in some capacity is used to make the connections between subject matter experts, teachers, instructors, and their learners. It is common for instructional designers to seek new tools, techniques, and innovations for the improvement of learning, access, quality, and student satisfaction. However, the adoption and diffusion of new educational technology and innovation is a complex process that depends on many variables. Understanding these processes and …
Instructional Message Design: Theory, Research, And Practice (Volume 2),
2022
Old Dominion University
Instructional Message Design: Theory, Research, And Practice (Volume 2), Miguel Ramlatchan (Author & Editor), Elisa L. Shaffer (Author), Marissa A. Jimenez (Author), Spyridoula Tsouganatou (Author), Yolanda Montague (Author), Maria Satre (Author), Brittney Heath (Author), Bradley Sanders (Author), Jim Shifflett (Author), Meghan Soldani (Author), Shuree Altantsetseg (Author), Melissa Hatfield (Author), Casey Kohler (Editor)
Instructional Message Design, Volume 2
Message design is all around us, from the presentations we see in meetings and classes, to the instructions that come with our latest tech gadgets, to multi-million-dollar training simulations. In short, instructional message design is the real-world application of instructional and learning theories to design the tools and technologies used to communicate and effectively convey information. This field of study pulls from many applied sciences including cognitive psychology, industrial design, graphic design, instructional design, information technology, and human performance technology to name just a few. In this book we will visit several foundational theories that guide our research, look at …
"The Village That Learns": A Learning Journey Across Intraventions And Domains Over Two Decades In A Rural Thai Community,
2022
Utah State University
"The Village That Learns": A Learning Journey Across Intraventions And Domains Over Two Decades In A Rural Thai Community, Deborah A. Fields, Luis Morales-Navarro, Paulo Blikstein
Instructional Technology and Learning Sciences Faculty Publications
What does it mean to become a village that learns? In this paper we document the transformative learning journey of a small Thai village over 24 years, becoming a community that identified, tackled, and iterated on problems, altering their everyday practices and lives. In that process the village shifted from a subsistence agricultural community staggeringly in debt to one known for its sustainable environmental, agricultural, and financial initiatives. To understand the village’s learning journey, we consider the village itself as the primary unit of analysis, applying an iterative case study approach, with chronological sequencing, thematic, and biographical narrative analysis …
Higher Education Leaders’ Perspectives Of Accessible And Inclusive Online Learning,
2022
Molloy University
Higher Education Leaders’ Perspectives Of Accessible And Inclusive Online Learning, Amy Lomellini, Patrick R. Lowenthal, Chareen Snelson, Jesús H. Trespalacios
Educational Technology Faculty Publications and Presentations
Online learning can potentially meet increasingly diverse students’ needs in higher education, including disabled students. However, institutions have historically struggled in providing accessible and inclusive online learning. Higher education online learning leaders, those who manage instructional designers, are in a unique position to help institutions strategize and create accessible and inclusive online courses. In this qualitative study, we interviewed nine higher education online learning leaders to understand leaders’ perceptions about how institutions provide accessible and inclusive online learning. Results demonstrated that despite varying conceptualizations of accessibility and inclusivity, online learning leaders perceive an insufficient but growing emphasis in higher education. …
Teachers’ Experiences With And Perceptions Of Virtual Manipulatives Following The Covid-19 Pandemic,
2022
Boise State University
Teachers’ Experiences With And Perceptions Of Virtual Manipulatives Following The Covid-19 Pandemic, Fayth Keldgord, Yu-Hui Ching
Educational Technology Faculty Publications and Presentations
While the use of virtual manipulatives (VM) is rising in classrooms, there is still limited research. regarding teacher experiences with and perceptions of virtual manipulatives. Most of the research regarding teacher perceptions of VM has focused only on short-term uses following professional development sessions and none has highlighted the experiences of teachers using them during emergency remote teaching during COVID-19. The purpose of this study was to explore teacher perceptions and. experiences with virtual manipulatives following emergency remote teaching during COVID-19. To achieve this, the researchers conducted an online survey to gather data on educator’s (n = 103) experiences, …
A Guided Chatbot Learning Experience In The Science Classroom,
2022
University of Nebraska-Lincoln
A Guided Chatbot Learning Experience In The Science Classroom, Jennifer Davis
Department of Teaching, Learning, and Teacher Education: Theses and Other Student Research
This dissertation describes a practitioner’s design-based development of a prototype chatbot to guide students in learning biological concepts of genetic mutations and protein synthesis. This chatbot’s architecture provides learning activities, feedback, and support throughout a series of short, connected lessons. The chatbot is designed to scaffold learners through a predict, observe, explain model of inquiry learning. It utilizes real-world phenomena to lead students through biology core ideas, science and engineering practices, and crosscutting concepts. Results of prototype testing include survey results in support of the proof of concept among both students and teachers, as well as accuracy measurements of chatbot …
Using Markup Languages For Accessible Scientific, Technical, And Scholarly Document Creation,
2022
Educational Testing Service
Using Markup Languages For Accessible Scientific, Technical, And Scholarly Document Creation, Jason J.G. White
Journal of Science Education for Students with Disabilities
In using software to write a scientific, technical, or other scholarly document, authors have essentially two options. They can either write it in a ‘what you see is what you get’ (WYSIWYG) editor such as a word processor, or write it in a text editor using a markup language such as HTML, LaTeX, Markdown, or AsciiDoc.
This paper gives an overview of the latter approach, focusing on both the non-visual accessibility of the writing process, and that of the documents produced. Currently popular markup languages and established tools associated with them are introduced. Support for mathematical notation is considered. In …
Analogous Learning: Lessons Learned From Aviation - How To Deal With Complexity,
2022
Thomas Jefferson University
Analogous Learning: Lessons Learned From Aviation - How To Deal With Complexity, John Pourdehnad, Phd
School of Continuing and Professional Studies Presentations
No abstract provided.
Ksu's Digital Course Repository (Dcr),
2022
Kennesaw State University
Ksu's Digital Course Repository (Dcr), Kimberly S. Loomis, Heather Hankins
All Things Open
During the 2020 COVID-19 pandemic, KSU faculty saw an opportunity to teach in the digital space and developed many effective courses in online and hybrid formats. The KSU Distinguished Course Repository (DCR) was created to catalog, recognize excellence, and showcase these courses, and to provide access to others, all in support of ongoing student success. Submitted courses are required to have a Creative Commons Attribution-4.0 International Public License, since they are expected to be shared and modified by future faculty. Publication in the DCR is beneficial to faculty, students, and programs, and the DCR itself is an excellent example of …
Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series,
2022
Rochester Institute of Technology
Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor
Articles
This chapter addresses design research and iterative curriculum design for the Lost & Found games series. The Lost & Found card-to-mobile series is set in Fustat (Old Cairo) in the twelfth century and focuses on religious laws of the period. The first two games focus on Moses Maimonides’ Mishneh Torah, a key Jewish law code. A new expansion module which was in development at the time of the fieldwork described in this article that introduces Islamic laws of the period, and a mobile prototype of the initial strategy game has been developed with support National Endowment for the Humanities. The …
Understand Group Interaction And Cognitive State In Online Collaborative Problem Solving: Leveraging Brain-To-Brain Synchrony Data,
2022
Central China Normal University
Understand Group Interaction And Cognitive State In Online Collaborative Problem Solving: Leveraging Brain-To-Brain Synchrony Data, Xu Du, Lizhao Zhang, Jui-Long Hung, Hao Li, Hengtao Tang, Yiqian Xie
Educational Technology Faculty Publications and Presentations
The purpose of this study aimed to analyze the process of online collaborative problem solving (CPS) via brain-to-brain synchrony (BS) at the problem-understanding and problem-solving stages. Aiming to obtain additional insights than traditional approaches (survey and observation), BS refers to the synchronization of brain activity between two or more people, as an indicator of interpersonal interaction or common attention. Thirty-six undergraduate students participated. Results indicate the problem-understanding stage showed a higher level of BS than the problem-solving stage. Moreover, the level of BS at the problem-solving stage was significantly correlated with task performance. Groups with all high CPS skill students …
Chapter 01: Message Design For Instructional Designers - An Introduction,
2022
Old Dominion University
Chapter 01: Message Design For Instructional Designers - An Introduction, Miguel Ramlatchan
Instructional Message Design, Volume 2
Instructional message design is the use of learning theories to effectively communicate information using technology. Design is guided by theories including gestalt, cognitive load, multimedia learning, media selection, media attributes, and general communication systems. Our communication designs can be based on a wide variety of technologies or a combination of technologies. Technology in the form of tools and techniques includes, among others, the study and the use of typography, color, illustrations, photographs modeled graphics, augmented reality, animation, video, video games, simulations, and virtual reality. This introduction serves as a brief overview of these theories, tools, and techniques while subsequent chapters …
Chapter 02: Cognitive Load Theory And Instructional Message Design,
2022
Old Dominion University
Chapter 02: Cognitive Load Theory And Instructional Message Design, Elisa L. Shaffer
Instructional Message Design, Volume 2
Cognitive Load Theory’s (CLT) purpose is to aid in the design of messages, instructional and otherwise, so that learning and message retention are more effective. CLT was introduced in 1998 by John Sweller and his colleagues. They used the constructs of three areas of memory, sensory, working, and long-term memory, to develop a theory to address the limited capacity of working memory. Through these efforts, they created the concepts of intrinsic, extraneous , and germane cognitive load and used these concepts to explain how various loads are placed on working memory. The purpose of this chapter is to describe the …
Chapter 03: Multimedia Learning Theory And Instructional Message Design,
2022
Old Dominion University
Chapter 03: Multimedia Learning Theory And Instructional Message Design, Miguel Ramlatchan
Instructional Message Design, Volume 2
Multimedia learning theory describes how the designers of instructional messages, systems and learning environments can optimize learning. The principles and heuristics of multimedia learning theory have application in traditional and online environments, with young and adult learners, in K-12, higher education, military, corporate, government, and informal learning environments. This diversity of application is based on the foundational premise that all learners can independently process auditory and visual information, have limited working memory resources, and require cognitive resources to process new information and to learn. This chapter describes the basic tenets of multimedia learning theory, best practices that can improve our …
Chapter 05: A Brief Introduction To Instructional Message Design In Synchronous Online Learning Technologies,
2022
Old Dominion University
Chapter 05: A Brief Introduction To Instructional Message Design In Synchronous Online Learning Technologies, Spyridoula Tsouganatou
Instructional Message Design, Volume 2
This chapter will analyze and discuss concepts related to instructional message design as it relates to synchronous online learning technologies. Synchronous online learning is becoming increasingly popular especially in the pandemic era and it is able to provide students with a lot of opportunities and benefits for their learning processes. This chapter specifically will provide an analysis of the major benefits and challenges of synchronous online learning technologies. It will also discuss learning platforms such as Zoom, that can be used to further provide the reader with concrete examples of an online tool that is able to successfully develop a …
Chapter 06. Instructional Applications Of Augmented And Virtual Reality,
2022
Old Dominion University
Chapter 06. Instructional Applications Of Augmented And Virtual Reality, Yolanda Montague
Instructional Message Design, Volume 2
Virtual and augmented reality are two examples of message design tools in the arsenal of educators that can be employed in order to create relations between content and the real life experiences of students. Virtual reality can take many forms and augmented reality may be an option that provides more relatable hands on experience for learners. As leaders in education are on a continual journey towards more innovative means of teaching, these two choices provide opportunities for educators to be innovative, while maintaining learning as the primary focus. Within the realm of both virtual and augmented reality, there are many …
Chapter 04: Instructional Message Design In Moocs,
2022
Old Dominion University
Chapter 04: Instructional Message Design In Moocs, Marissa A. Jimenez
Instructional Message Design, Volume 2
Massive Open Online Courses (MOOCs) are appealing to higher education institutions, as they consider MOOCs a way to reach a large, varied group of students. With a completion rate of less than 10%, however, institutions struggle to maintain MOOCs (Major, 2016). While there is little to no cost for students to enroll in them, the cost for the institution to develop and maintain MOOCs can be high from a time and resource perspective. Improving student motivation and interaction in MOOCs may impact completion rates. Designers of MOOCs could leverage instructional message design strategies to improve social presence, and as a …
Chapter 11: Instructional Message Design In E-Learning,
2022
Old Dominion University
Chapter 11: Instructional Message Design In E-Learning, Meghan Soldani
Instructional Message Design, Volume 2
Instructional message design is an essential aspect of an effective e-learning experience for learners. E-learning is the use of online and mobile technologies to develop learning material, content, and applications for online learners. As an instructional designer, it is important to analyze and know your audience, engage the user, use relevant information, and provide a good user experience. Other critical aspects of message design for e-learning include the reduction of extraneous cognitive load, the aesthetic look and feel of the design, designing for learner motivation, and a focused simplicity of design. User engagement can also be encouraged by relevant content …
Chapter 10: Game Literacy And Message Design,
2022
Old Dominion University
Chapter 10: Game Literacy And Message Design, Jim Shifflett
Instructional Message Design, Volume 2
The popularity of video games with today’s learners requires that educators and instructional designers develop game literacy, or an understanding of game mechanics and design. The purpose of this chapter is to discuss game literacy within the context of instructional message design and to illustrate how video game designers apply and adapt principles of instructional message design to manage cognitive load through an immersive experience. These techniques include customizing the screen to display only necessary information and signaling changes in gameplay through sound cues and cinematic perspective. Game mechanics that foster germane load include tutorial missions and interface design. …
