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The Effect Of An Afterschool Makerspace Program On Academic Achievement Of Sixth-Eighth Grade Students, Teresa Lampe Jan 2023

The Effect Of An Afterschool Makerspace Program On Academic Achievement Of Sixth-Eighth Grade Students, Teresa Lampe

Murray State Theses and Dissertations

This quasi-experimental study investigated the effect of participation in an afterschool makerspace program on middle school students' academic achievement, grades, and school attendance. An experimental group of 237 sixth-eighth grade students participated in an afterschool makerspace program during the 2019-2020, 2020-2021, and 2021-2022 school years. A control group was selected using stratified random sampling of students from the same schools, grades, and special education designation who did not participate. The data included science and math NWEA scores, science and math grades, program attendance, school attendance, and gender. The data were analyzed using an independent t test with a 95% confidence …


Best Practices In 21st Century Learning Environments: A Study Of Two P21 Exemplar Schools, Susan Brown Apr 2018

Best Practices In 21st Century Learning Environments: A Study Of Two P21 Exemplar Schools, Susan Brown

Dissertations

Purpose: The purpose of this phenomenological study is to identify and describe best practices related to 21st century skill development in two elementary schools outside of California that have been recognized as exemplary by the Partnership for 21st Century Learning (P21).

Methodology: This qualitative phenomenological study sought to investigate and understand the experiences of those associated with the phenomenon of exemplar schools, namely teachers, staff and parents in these elite elementary schools, as the elementary level sets the foundation for 21st century learning. Two schools were selected for the study based on the criteria that they had …


Math As Text, Rhetoric As Reason: Can The Humanities Save Math Education?, Elizabeth Melendez Apr 2016

Math As Text, Rhetoric As Reason: Can The Humanities Save Math Education?, Elizabeth Melendez

KSU Journey Honors College Capstones and Theses

As a student I had always struggled hopelessly with math. I noticed many of my classmates and associates outside of school shared similar experiences with this subject. However, a unique convergence of fortuitous circumstances shed some much needed light on my difficulties with math. Using a creative and communicative approach, I was able to analyze my experience from a rhetorical perspective, which allowed me to see more clearly, not just the problem I was having with math, but the overall problems many seem to have with math education. My findings were astonishing and became the subject of my research for …


A Consensus On The Definition And Knowledge Base For Computer Graphics, Michael Alden Roller Oct 2015

A Consensus On The Definition And Knowledge Base For Computer Graphics, Michael Alden Roller

Open Access Dissertations

Despite several decades of historical innovation, measurable impacts, and multiple specializations the existing knowledge base for Computer Graphics (CG) lacks consensus, and numerous definitions for it have been published based on distinct contexts. Disagreement among post-secondary academics has divided CG programs into three contextual areas that emphasize different topics. This division has resulted in the decontextualization of CG education, and CG programs now face several challenges in meeting the needs of industry. Employing the Delphi Method, this investigation explored the perceptions among post-secondary educators and industry professionals about the definition of CG and how it is identified in terms of …


A Game Of Skill: Video Game Enthusiasm And Confidence With Computers, Rebecca L. Sevin Dec 2014

A Game Of Skill: Video Game Enthusiasm And Confidence With Computers, Rebecca L. Sevin

Masters Theses

This study explores the relationship between recreational involvement with video games and an interest in computer science as well as confidence with computers. Multiple works have acknowledged that the content in video games and the video game culture is presently very hostile towards women. Simultaneously, the number of women pursuing computer science has been decreasing since the 1980s. Past studies have suggested that playing video games can increase confidence with computers and may lead to an interest in computer science. Using data collected from 1,124 college students, this study addresses this issue by using a variety of measures to gauge …


Impact Of The 3-D Model Strategy On Science Learning Of The Solar System, Mohammed Alharbi Jan 2014

Impact Of The 3-D Model Strategy On Science Learning Of The Solar System, Mohammed Alharbi

All-Inclusive List of Electronic Theses and Dissertations

The purpose of this mixed method study, quantitative and descriptive, was to determine whether the first-middle grade (seventh grade) students at Saudi schools are able to learn and use the Autodesk Maya software to interact and create their own 3-D models and animations and whether their use of the software influences their study habits and their understanding of the school subject matter. The study revealed that there is value to the science students regarding the use of 3-D software to create 3-D models to complete science assignments. Also, this study aimed to address the middle-school students' ability to learn 3-D …


Administrative Strategies For Preparing Teaching Candidates To Be Building-Level Technology Change Agents, Richard Rose Feb 2011

Administrative Strategies For Preparing Teaching Candidates To Be Building-Level Technology Change Agents, Richard Rose

Administrative Issues Journal

Teacher education graduates in their early years of service are ill-prepared to act as building-level change agents who can advocate for the enhanced use of technology in the classroom. In this study, a group of experienced teachers seeking the M.Ed. in Educational Technology suggest that the lack of confidence which new teachers show in relation to technology can be traced back to the absence of rigorous technical skill-building in both their Introduction to Educational Technology class and methods classes. These tech-savvy mid-career teachers then identify obstacles to enhancing pre-service teacher education programs with more effective preparation in teaching with technology …


Computer Use In Educational Presentation Systems, Randy J. Malta Jan 1989

Computer Use In Educational Presentation Systems, Randy J. Malta

Theses

Computer based Interactive Multi-Media has many uses in creating educational presentations. Apple's HyperCard has unlimited applications for use in Interactive Video presentations. Basic Interactive Video terminology and the five levels of Inter active Video Programs are defined. The process of producing an Interactive Videodisc, as well as the necessary production equipment is described. Interactive computer programs have an exciting future of use and expansion in the many and varied aspects of education.