Open Access. Powered by Scholars. Published by Universities.®

Instructional Media Design Commons™

Open Access. Powered by Scholars. Published by Universities.®

3,736 Full-Text Articles 4,777 Authors 3,697,444 Downloads 186 Institutions

All Articles in Instructional Media Design

Faceted Search

3,736 full-text articles. Page 93 of 147.

The Challenges Of Gaming For Democratic Education: The Case Of Icivics, Jeremy Stoddard, Angela M. Banks, Christine Nemacheck, Elizabeth Wenska 2016 College of William & Mary

The Challenges Of Gaming For Democratic Education: The Case Of Icivics, Jeremy Stoddard, Angela M. Banks, Christine Nemacheck, Elizabeth Wenska

Democracy & Education

Video games are the most recent technological advancement to be viewed as an educational panacea and a force for democracy. However, this medium has particular affordances and constraints as a tool for democratic education in educational environments. This paper presents results from a study of the design and content of four iCivics games and their potential to meet the goals of democratic education. Specifically, we focus on the games as designed experiences, the nature and accuracy of the content, and the nature of intellectual engagement in the games. We find that the games, while easily accessible and aligned with standardized …


Archives In Action: What Kind Of Animal Is It?, Frederic W. Murray, Phillip Joe Fitzsimmons 2016 Southwestern Oklahoma State University

Archives In Action: What Kind Of Animal Is It?, Frederic W. Murray, Phillip Joe Fitzsimmons

Faculty Articles & Research

Archives in Action: What Kind of Animal is It

The opportunities to strengthen our relevance and center our value to our campus communities has never been stronger. The rise of digital publishing and scholarly communication as issues in academic librarianship and university life are both lively and multifaceted. There are many faculty and students on our campuses who are publishing in the digital environment, either through the mechanisms of traditional peer-reviewed journals, web publication, and even paper and ink. These university publications, until recently, have existed in most part as fragmented and disconnected coalitions, but with the rise of digital …


How Do Faculty At The University Of New Mexico Use Humor In Online Teaching, John T. Granato 2016 University of New Mexico - Main Campus

How Do Faculty At The University Of New Mexico Use Humor In Online Teaching, John T. Granato

Organization, Information and Learning Sciences ETDs

Humor is a ubiquitous experience that facilitates learning, social coordination and wellbeing. This study examined how the faculty at the University of New Mexico used humor in its online courses. The process involved faculty interviews, a focus group of instructional online designers, questionnaires and documentation to collect data, and then used thematic analysis and code development to arrive at its findings. The study found that the humor pedagogy at the University of New Mexico has fallen into disuse for online courses because of (1) a hesitation (fear) to use humor, (2) fear of what students would think, and (3), hesitation …


Technology Use In Secondary Chemistry And Physics Classrooms In Kentucky, Justin M. Elswick 2016 Morehead State University

Technology Use In Secondary Chemistry And Physics Classrooms In Kentucky, Justin M. Elswick

Posters-at-the-Capitol

As the presence of technology grows, so does its importance and usefulness to chemistry and physics education. This study focused on how technology is being used in secondary chemistry and physics classrooms across Kentucky and its perceived classroom effects. Using SurveyMonkey, 74 secondary chemistry and physics teaches in 34 Kentucky school districts were asked about the kinds of technology they used in their classrooms and in what way(s) they used technology. The survey response was 23% (N=17). Survey results indicated that teachers used videos, various apps and websites, cell phones, tablets, lab aids, and SMARTboards in their classrooms. Teachers reported …


Applying The Technology Acceptance Model To Understand Aviation Students’ Perceptions Toward Augmented Reality Maintenance Training Instruction, Yu Wang, Amadou Anne, Tim Ropp 2016 Purdue University

Applying The Technology Acceptance Model To Understand Aviation Students’ Perceptions Toward Augmented Reality Maintenance Training Instruction, Yu Wang, Amadou Anne, Tim Ropp

International Journal of Aviation, Aeronautics, and Aerospace

Augmented Reality (AR) Technology, since its inception, has been enhanced significantly by software and hardware developers, and has been widely utilized in various fields such as manufacturing, entertainment, architecture, commerce and education. In recent years, maintenance instructions developed on the basis of AR technology have demonstrated their potential to positively impact maintenance training and technical tasks in aviation. Features of AR maintenance instructions include interactive content, user-friendly operation interface, enhanced visualization and real-time data feeds. The researchers conducted a case study of forty-one aviation maintenance students at a Midwestern university. The purpose of this study was twofold: to evaluate the …


Faculty Development Initiative For Converting F2f Courses Into Online Courses, Maria Lizano-DiMare, Antoinette P. Bruciati 2016 Sacred Heart University

Faculty Development Initiative For Converting F2f Courses Into Online Courses, Maria Lizano-Dimare, Antoinette P. Bruciati

Education Faculty Publications

With faculty development changes in practice from traditional face-to-face to online delivery modalities, this paper describes an initiative for faculty at a College of Education whereby pre-existing courses are converted for online delivery. Opportunities and challenges are examined and used in the development of best practices for faculty development that embrace the use of online modalities. What strategies can Online Learning Mentors use to achieve the expected outcomes when mentees differ in technology competencies, pedagogical skills and have minimal online experience? Implications for faculty preparation, professional growth, and considerations for online conversion are discussed.


Informal Technology Coaching: Using Pre-Service Teacher Field Experiences To Support K-12 Flipped Classroom Instruction, Antoinette P. Bruciati, Maria Lizano-DiMare 2016 Sacred Heart University

Informal Technology Coaching: Using Pre-Service Teacher Field Experiences To Support K-12 Flipped Classroom Instruction, Antoinette P. Bruciati, Maria Lizano-Dimare

Education Faculty Publications

This paper describes a pilot field experience component that is part of an online graduate level course in educational technology for pre-service teacher candidates. As part of the field experience, teacher candidates develop a model lecture video and learning activity screencast that are used to coach certified teachers in the methods for “flipping” their classrooms. The field experience is used by course instructors to determine the ability of their teacher candidates to plan technology-enhanced learning experiences, deepen their content knowledge, and improve their abilities to select and use developmentally appropriate technologies. Certified teachers benefit through informal coaching by pre-service teacher …


A Full Flip: One Catholic University’S Journey With Campus-Wide Flipped Instruction, Carrie Lewis Miller 2016 Minnesota State University - Mankato

A Full Flip: One Catholic University’S Journey With Campus-Wide Flipped Instruction, Carrie Lewis Miller

Journal of Catholic Education

A campus-wide flipped curriculum model was initiated at a new, private, Catholic university in a large southwestern suburb. The design and development of the curriculum is presented. A formative evaluation was conducted mid-semester to determine the effectiveness of the initiative. Surveys and interviews were conducted with both faculty and students and classroom observations were conducted. Results from the evaluation indicate that students and faculty like the flipped model and that the students have a high level of engagement with the instructional content. Areas for improvement include organization of course materials and the inclusion of pre-recorded lectures. Further training support for …


Designing An Active Learning Popular Culture Experience, 2016 Providence College

Designing An Active Learning Popular Culture Experience

Library Faculty and Staff papers

Designing an Active Learning Popular Culture Experience is an overview of various techniques faculty can use to incorporate active learning into their curriculum and pedagogy. Popular culture studies provides a great platform for engaging students, but also provides them opportunities for active review of materials and discussion in and out of class. Innovative spaces, classroom design and technology to support active learning will also be reviewed.


Collaborative Consultation For Online And Blended Course Design: Integrating Information Literacy And Fair Use In Instructional Design, Juhong Christie Liu Ph.D., Liz Thompson, Howard Carrier 2016 James Madison University

Collaborative Consultation For Online And Blended Course Design: Integrating Information Literacy And Fair Use In Instructional Design, Juhong Christie Liu Ph.D., Liz Thompson, Howard Carrier

Libraries

This session presents the diverse aspects in a community-based learning and consultation model for online and blended course design. Collaboratively, a panel of instructional designers and librarians have provided consultations in a multi-phase faculty development program. The customized approach to instructional design, integration of information literacy, and fair use in online teaching and learning will be presented. The audience will take away the setups of the program, and will interactively share insights.


The 2014 Credo Survey, Allen McKiel 2016 Western Oregon University

The 2014 Credo Survey, Allen Mckiel

Charleston Library Conference

The Credo Survey addressed student research skills. Two parallel surveys over the same questions were addressed separately to students and faculty, which had respectively 2,606 and 472 respondents. Just less than 90% of the students were undergraduates split nearly evenly in progress to completion, with 87% of respondents attending full‐time and a fairly representative spread of majors. Just less than 50% of the faculty had taught over 10 years with nearly even proportions spread across the first 10 years and with a representative sampling of disciplines. Seventy‐seven percent were full‐time. The majority of responses came from about a dozen institutions—half …


The Multimedia Developmental Process, Joel Gardner, Carolyn LeVally 2016 Franklin University

The Multimedia Developmental Process, Joel Gardner, Carolyn Levally

Learning Showcase 2016: A Celebration of Discovery, Transformation and Success

Multimedia is becoming an increasingly important part of elearning and online learning. Over the past several years, many different tools for creating multimedia have become available and easily used. However, without good process, grounded in research-based instructional principles, multimedia often falls short of its potential to increase student learning and success. At Franklin University's International Institute for Innovative Instruction, we have developed and refined a streamlined, collaborative process for developing high quality, effective multimedia. In this poster session, we describe the process we use to conceptualize and develop targeted multimedia for our online and face-to-face courses. We also share specific …


Hybrid Learning Design, Younghee Jessie Kong 2016 Franklin University

Hybrid Learning Design, Younghee Jessie Kong

Learning Showcase 2016: A Celebration of Discovery, Transformation and Success

Many researchers have compared the characteristics of online and face-to-face learning to find out best learning approach over last decades. This research led to a new learning concept-hybrid learning - that combines the best features of both approaches and overcomes many of their limitations. The major benefits of the hybrid approach are that the students can directly interact with their instructor and classmates in the face-to-face setting, while they have more time for thoughtful reflection and participation through asynchronous written communication in the online setting. With the benefits of hybrid learning, there has been a large increase in the number …


Design Implications Of Changing Student Demographics, Andy Igonor, Natalya Koehler 2016 Franklin University

Design Implications Of Changing Student Demographics, Andy Igonor, Natalya Koehler

Learning Showcase 2016: A Celebration of Discovery, Transformation and Success

Many non-traditional higher education institutions have built their cyber security and computer science programs {CSCS) to cater to the needs of adult, working learners. Focusing on this demographic has implications for course and program design. Design approaches have therefore focused on strategies aimed at translating knowledge into learning nuggets specific to the adult learner, enabling day one job-readiness upon graduation. Recently, there has been increased focus on CSCS education at the high school level. The computer science for all initiative was announced recently by US President Obama, and there have been increased creativity on the part of higher education institutions …


Curriculum Design Framework In The Digital Age, Xiaopeng David Ni 2016 Franklin University

Curriculum Design Framework In The Digital Age, Xiaopeng David Ni

Learning Showcase 2016: A Celebration of Discovery, Transformation and Success

Constant technological changes, especially the adoption of learning management systems, have been significantly altering higher education curriculum environment and practice. Research on effective design frameworks and principles for technology-based instructional environments is crucial to meet the growing needs of online curriculum and to maximize corresponding investment. The purpose of this poster is to propose a design framework to help curriculum designers and developers plan their curriculum in ways that embrace new technologies and cope with the design complexity.


Statistical Strategies: Meeting The Needs Of Struggling Math Students Through Self-Guided Interactive Multimedia, Nimet Alpay, Natalya Koehler, Carolyn LeVally, Tawana Washington 2016 Franklin University

Statistical Strategies: Meeting The Needs Of Struggling Math Students Through Self-Guided Interactive Multimedia, Nimet Alpay, Natalya Koehler, Carolyn Levally, Tawana Washington

Learning Showcase 2016: A Celebration of Discovery, Transformation and Success

As part of the MATH 215 redesign, we developed weekly web-based interactive multimedia lectures, based on the 12 principles of multimedia learning (Mayer, 2001). The goal of our research study was to determine, using formative evaluation, if these multimedia pieces were useful and if they should continue to be used.


Results Of A Successful Redesign Of An Introductory Statistics Course: Improved Student Performance, Retention, And Course Satisfaction, Nimet Alpay, Natalya Koehler, Carolyn LeVally 2016 Franklin University

Results Of A Successful Redesign Of An Introductory Statistics Course: Improved Student Performance, Retention, And Course Satisfaction, Nimet Alpay, Natalya Koehler, Carolyn Levally

Learning Showcase 2016: A Celebration of Discovery, Transformation and Success

No abstract provided.


Accessible Game-Based Learning: A Method For Establishing Educational Games Across A Broad Variety Of Subjects, Brad Birmingham, Richard Shoop 2016 Franklin University

Accessible Game-Based Learning: A Method For Establishing Educational Games Across A Broad Variety Of Subjects, Brad Birmingham, Richard Shoop

Learning Showcase 2016: A Celebration of Discovery, Transformation and Success

A reusable game platform was developed that accepts a question and answer format. This format provides access to a variety of game types including: true/false, multiple choice, and terms/definitions. The result is a subject agnostic foundation on which numerous game ideas and themes can be added.


Student Usability Analysis Of Bluequill Lms, Tawana Washington 2016 Franklin University

Student Usability Analysis Of Bluequill Lms, Tawana Washington

Learning Showcase 2016: A Celebration of Discovery, Transformation and Success

  • The purposes of this usability evaluation are to address the lack of student input and guide future enhancements to BlueQuill.
  • Franklin University invested in the design, development, and maintenance of its own learning management system (BlueQuill).
  • It does not appear the university conducted an analysis of students' needs concerning an LMS (formative) nor the usability from students' perspectives (summative).


Realigning A Graduate Program, Rob L. Wood, Joel Gardner 2016 Franklin University

Realigning A Graduate Program, Rob L. Wood, Joel Gardner

Learning Showcase 2016: A Celebration of Discovery, Transformation and Success

No abstract provided.


Digital Commons powered by bepress