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Full-Text Articles in Education

Conducting A Formative Evaluation On A Course-Level Learning Analytics Implementation Through The Lens Of Self-Regulated Learning And Higher-Order Thinking, Pauline S. Muljana, Tian Luo, Greg Placencia Jan 2022

Conducting A Formative Evaluation On A Course-Level Learning Analytics Implementation Through The Lens Of Self-Regulated Learning And Higher-Order Thinking, Pauline S. Muljana, Tian Luo, Greg Placencia

STEMPS Faculty Publications

Self-regulated learning (SRL) and higher-order thinking skills (HOTS) are associated with academic achievement, but fostering these skills is not easy. Scholars have suggested an alternative way to scaffold these important skills through learning analytics (LA). This paper presents a formative evaluation of a course-level LA implementation through the lens of self-regulated learning (SRL) and higher-order thinking skills (HOTS). We explored the changes in students’ SRL, HOTS, and perceptions at the end of the course term. Results indicate an increase in some elements of SRL and HOTS, and positive student perceptions. Discussion on implications and opportunities for informing future teaching strategies …


Organizational Analysis In Preparation For Lms Change: A Narrative Case Study, F. Eamonn Powers, Robert L. Moore Jan 2022

Organizational Analysis In Preparation For Lms Change: A Narrative Case Study, F. Eamonn Powers, Robert L. Moore

STEMPS Faculty Publications

Collaboration and teamwork are concepts routinely attributed to organizational success and successful change management. Yet often the details of these collaborative experiences are limited to participants in the team involved. In this case study we highlight how a learning experience architect, as part of an organizational working group, could leverage human performance technology (HPT) principles to lead the analysis efforts surrounding an LMS platform change at a professional training organization. Human performance technology is the study and practice of improving productivity in organizations. This includes designing and developing effective interventions, processes, and methodologies that are ethical, results-oriented, comprehensive, and systemic …


Past Precedent Reconciling Established Multimedia Principles In 3d Virtual Learning Environments, Kristin Herman, Jim S. Shifflett, Courtney W. Schoolmaster, Charles Thull, Noah Glaser Jan 2022

Past Precedent Reconciling Established Multimedia Principles In 3d Virtual Learning Environments, Kristin Herman, Jim S. Shifflett, Courtney W. Schoolmaster, Charles Thull, Noah Glaser

STEMPS Faculty Publications

This design case documents the inception, development, and installation of a virtual exhibit on ethical use of learning analytics (LA) for the Museum of Instructional Design (MID), hosted in Mozilla Hubs. Tension emerged as the design team attempted to negotiate established principles of multimedia design theory (see Mayer, 2014; Mayer & Fiorella, 2021; Richardson, 2014) within an emerging learning environment. A rapid prototyping model, combined with elements of critical museology and dialectics, allowed for ongoing formative evaluation of design fidelity. Exhibit artifacts consisted of scenarios illustrating the ethical ambiguities of LA; a data justice timeline pairing recent peer-reviewed articles on …


Examining The Impact Of Online Math Games On Student Performance And Attitudes, Tian Luo, Catherine Hickman, Pauline Muljana Jan 2022

Examining The Impact Of Online Math Games On Student Performance And Attitudes, Tian Luo, Catherine Hickman, Pauline Muljana

STEMPS Faculty Publications

Low mathematics scores in the U.S. have been pressing the educators to find engaging strategies and effective tools to promote math performance. While emerging technologies, such as digital math games, show promises in improving mathematical education, existing studies have garnered mixed findings and thereby necessitating further investigation. This study aims to examine the impact of skill-based online math games on students’ math performance and attitudes, as well as students’ perceptions of the games. Thirty-eight students ranging from fifth to eighth grade participated in the study. The results showed a mixed picture of the impact of the online games on math …