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- Instructional Technology and Learning Sciences Faculty Publications (3)
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Articles 1 - 20 of 20
Full-Text Articles in Education
The Potential Of Artificial Intelligence In Higher Education, Helen Crompton, Donggil Song
The Potential Of Artificial Intelligence In Higher Education, Helen Crompton, Donggil Song
Teaching & Learning Faculty Publications
Artificial Intelligence (AI) is seeping into many aspects of our everyday lives, with common internet applications, smartphones and even household appliances. Within education, AI is a rapidly emerging field and there is a strong potential for AI to greatly extend and enhance teaching and learning in higher education (Crompton et al., 2020). AI is defined as “computing systems that are able to engage in human-like processes such as learning, adapting, synthesizing, self-correction and use of data for complex processing tasks” (Popenici & Kerr, 2017). In the Horizon Report 2020 report (Brown et al., 2020), AI is listed as one of …
Preparing The Next Generation Of Instructional Designers: A Cross-Institution Faculty Collaboration, Patricia J. Slagter Van Tryon, Jason K. Mcdonald, Atsusi Hirumi
Preparing The Next Generation Of Instructional Designers: A Cross-Institution Faculty Collaboration, Patricia J. Slagter Van Tryon, Jason K. Mcdonald, Atsusi Hirumi
Faculty Publications
The ability of novice instructional designers to become skilled problem-solvers, who select and apply appropriate instructional design (ID) models in their work environments, are key competencies generally sought after in introductory ID courses. Yet, the proliferation of ID models, coupled with varied philosophies and practices about how ID is taught may pose challenges for ID educators seeking to prepare the next generation of leaders in the field. With little empirical research or documented best practices, ID educators are left to their own judgment about to how to navigate the practical challenges that can arise in the pursuit of their teaching …
Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb
Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb
Articles
This article provides context for and examines aspects of the design process of a game for learning. Lost & Found (2017a, 2017b) is a tabletop-to-mobile game series designed to teach medieval religious legal systems, beginning with Moses Maimonides’ Mishneh Torah (1180), a cornerstone work of Jewish legal rabbinic literature. Through design narratives, the article demonstrates the complex design decisions faced by the team as they balance the needs of player engagement with learning goals. In the process the designers confront challenges in developing winstates and in working with complex resource management. The article provides insight into the pathways the team …
Design And Assessment Of Deep And Active Learning In Science, Technology, Engineering, And Mathematics (Stem) Education, Juhong Christie Liu Ph.D., Elizabeth Johnson Ph.D., Jin Joy Mao Ph.D.
Design And Assessment Of Deep And Active Learning In Science, Technology, Engineering, And Mathematics (Stem) Education, Juhong Christie Liu Ph.D., Elizabeth Johnson Ph.D., Jin Joy Mao Ph.D.
Libraries
This presentation draws academic significance from a focused literature review and initial data for learning design in Science, Technology, Engineering, and Mathematics (STEM) education. The presenters will discuss strategies of fostering deep, active learning, alignment with assessment, and development of assessment instruments and methods. The presenters will share the design and development of an assessment kit to measure learning outcomes that matter in the 21st century STEM education. Through shared evidence and interactive reflection, the audience will take away up-to-date design strategies for deep and active learning as well as assessment in STEM education. The project is sponsored by National …
Lost & Found, Owen Gottlieb, Ian Schreiber, Kelly Murdoch-Kitt
Lost & Found, Owen Gottlieb, Ian Schreiber, Kelly Murdoch-Kitt
Presentations and other scholarship
Lost & Found is a strategy card-to-mobile game series that teaches medieval religious legal systems with attention to period accuracy and cultural and historical context.
The Lost & Found games project seeks to expand the discourse around religious legal systems, to enrich public conversations in a variety of communities, and to promote greater understanding of the religious traditions that build the fabric of the United States. Comparative religious literacy can build bridges between and within communities and prepare learners to be responsible citizens in our pluralist democracy.
The first game in the series is a strategy game called Lost & …
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
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.
Coding By Choice: A Transitional Analysis Of Social Participation Patterns And Programming Contributions In The Online Scratch Community, Deborah A. Fields, Yasmin B. Kafai, Michael T. Giang
Coding By Choice: A Transitional Analysis Of Social Participation Patterns And Programming Contributions In The Online Scratch Community, Deborah A. Fields, Yasmin B. Kafai, Michael T. Giang
Instructional Technology and Learning Sciences Faculty Publications
While massive online communities have drawn the attention of researchers and educators on their potential to support active collaborative work, knowledge sharing, and user-generated content, few studies examine participation in these communities at scale. The little research that does exist attends almost solely to adults rather than communities to support youths’ learning and identity development. In this chapter, we tackle two challenges related to understanding social practices that support learning in massive social networking forums where users engage in design. We examined a youth programmer community, called Scratch.mit.edu, that garners the voluntary participation of millions of young people worldwide. We …
A Phenomenological Study Of The Impact On Collaboration As Perceived By Educators While Using Software To Manage Individualized Education Programs, Vaughn Hammond
Doctoral Dissertations and Projects
The purpose of this qualitative phenomenological study was to gain a deeper, richer understanding of how educators’ use of software to manage individualized education programs (IEPs) impact collaboration in the IEP process. Research questions included: (a) What are the challenges identified by educators when using software to manage IEPs? (b) What are the benefits identified by educators when using software to manage IEPs? (c) What are educators’ perceptions on the impact using software to manage IEPs has on the collaboration among the IEP team? (d) What are educators’ perceptions of the use of software on increasing collaboration skills? Educators from …
Educators’ Perceptions Of A Maker-Based Learning Experience, Jonathan Cohen, Julia Huprich, W. Monty Jones, Shaunna Smith
Educators’ Perceptions Of A Maker-Based Learning Experience, Jonathan Cohen, Julia Huprich, W. Monty Jones, Shaunna Smith
Learning Sciences Faculty Publications
Purpose - The purpose of this paper is to examine a cohort of educators’ perspectives of a semester-long, maker-based university course.
Design/methodology/approach - This qualitative study utilized participants’ weekly and end-of-semester written reflections to illustrate participants’ perceptions of a semester-long university course focused on the role of maker principles and technologies in a variety of educational contexts.
Findings - Participants’ perceptions of learning following the semester-long maker experience viewed learning as a more collaborative experience, and noted the benefits of a classroom community that arose from the collaboration.
Originality/value - This study adds empirical research to the literature base on …
Documenting Current Instructional Design Practices: Towards A Typology Of Instructional Designer Activities, Roles, And Collaboration, William Sugar, Robert L. Moore
Documenting Current Instructional Design Practices: Towards A Typology Of Instructional Designer Activities, Roles, And Collaboration, William Sugar, Robert L. Moore
STEMPS Faculty Publications
The overall goal of this study was to conduct a yearlong inquiry into an instructional designer’s activities and interactions with his clients. Exclusive focus of this study was on an instructional designer who worked at a large public university in the southeastern region of the United States. Documented in an instructional design activities log, this study analyzed 115 distinct activities. Using an emergent theme analysis approach, specific instructional design activities and roles emerged. In addition, the instructional designer’s collaboration with his clients was analyzed. Results of this study augment the knowledge base of existing studies of instructional design practices.
Examining Student Participation In Three Learning Activities Supported By Social Annotation Tools, Tian Luo, Fei Gao, Kathryn S. Hoff
Examining Student Participation In Three Learning Activities Supported By Social Annotation Tools, Tian Luo, Fei Gao, Kathryn S. Hoff
STEMPS Faculty Publications
Social annotation (SA) allows learners to highlight and comment on Web pages and share annotations with each other online. Despite its potential in promoting collaborative learning, examining how to integrate it into educational settings has not been fully studied. The purpose of the study is to examine student participation in three different SA-based online activities: (1) peer review, (2) annotated discussion, and (3) collaborative reading. Students participated in all three SA-based activities and took a survey at the end reporting the effectiveness of these activities. The analysis of students' annotations and their survey responses suggested that although participants perceived the …
Quantified Recess: Design Of An Activity For Elementary Students Involving Analyses Of Their Own Movement Data, Victor R. Lee, Joel R. Drake
Quantified Recess: Design Of An Activity For Elementary Students Involving Analyses Of Their Own Movement Data, Victor R. Lee, Joel R. Drake
Instructional Technology and Learning Sciences Faculty Publications
Recess is often a time for children in school to engage recreationally in physically demanding and highly interactive activities with their peers. This paper describes a design effort to encourage fifth-grade students to examine sensitivities associated with different measures of center by having them analyze activities during recess using over the course of a week using Fitbit activity trackers and TinkerPlots data visualization software. We describe the activity structure some observed student behaviors during the activity. We also provide a descriptive account, based on video records and transcripts, of two students who engaged thoughtfully with their recess data and developed …
Examining Student Participation In Three Learning Activities Supported By Social Annotation Tools, Tian Luo, Fei Gao, Kathryn S. Hoff
Examining Student Participation In Three Learning Activities Supported By Social Annotation Tools, Tian Luo, Fei Gao, Kathryn S. Hoff
STEMPS Faculty Publications
Social annotation (SA) allows learners to highlight and comment on Web pages and share annotations with each other online. Despite its potential in promoting collaborative learning, examining how to integrate it into educational settings has not been fully studied. The purpose of the study is to examine student participation in three different SA-based online activities: (1) peer review, (2) annotated discussion, and (3) collaborative reading. Students participated in all three SA-based activities and took a survey at the end reporting the effectiveness of these activities. The analysis of students’ annotations and their survey responses suggested that although participants perceived the …
Creating Serious Games At Third Level: Evaluating The Implications Of An In-House Approach, Pauline Rooney
Creating Serious Games At Third Level: Evaluating The Implications Of An In-House Approach, Pauline Rooney
Conference papers
Due to the inherently interdisciplinary nature of serious games their development
necessitates the effective collaboration of team members spanning multiple disciplines and skill sets (Adams 2010). In their attempts to harness these skills, most higher education projects have formed teams through academic/commercial partnerships, whereby academics and commercial developers combine their respective expertises in subject matter/pedagogy and game design/development. However considering the expertise in most higher education institutions and the recent surge in serious games courses at third level, one might reasonably conclude that higher education holds huge potential for developing serious games in-house. Yet surprisingly, such ventures are relatively few. …
Multilinguality In The Digital Library: A Review, Anne Diekema
Multilinguality In The Digital Library: A Review, Anne Diekema
Instructional Technology and Learning Sciences Research
Purpose – Together, increasing globalization and the internet created fertile grounds for the establishment of multilingual digital libraries. Providing cross-lingual access to materials is of particular interest to political entities such as the European Union, which currently has 23 official languages, but also to multinational companies and countries that have different languages represented among their citizens. The main objective of this paper is to review the literature on multilingual digital libraries and provide an overview of this area.
Design/methodology/approach – Based on a thorough literature search in four different databases, a core set of literature on multilingual digital libraries was …
Collaborative Strategic Board Games As A Site For Distributed Computational Thinking, Matthew Berland, Victor R. Lee
Collaborative Strategic Board Games As A Site For Distributed Computational Thinking, Matthew Berland, Victor R. Lee
Instructional Technology and Learning Sciences Faculty Publications
This paper examines the idea that contemporary strategic board games represent an informal, interactional context in which complex computational thinking takes place. When games are collaborative – that is, a game requires that players work in joint pursuit of a shared goal – the computational thinking is easily observed as distributed across several participants. This raises the possibility that a focus on such board games are profitable for those who wish to understand computational thinking and learning in situ. This paper introduces a coding scheme, applies it to the recorded discourse of three groups of game players, and provides qualitative …
Web Page Design - Student-Community Collaborations, George Kontos
Web Page Design - Student-Community Collaborations, George Kontos
Business Division Faculty Publications
A collaborative project is described. Students in a web design class were asked to contact local businesses and help them create their web site (collection of related and interconnected web pages). Two phases of the project are described, planning and implementation. Planning defines the purpose and the target audience and also includes a sketch of the website's organization. The project is suitable for both traditional and online classes. Ideally, session participants should have some experience or interest in teaching web design but anyone who wants to know how to help students work collaboratively with the community is welcome to attend.
A Collaborative Approach To Building A Student Information And Technology Literacy Program, Kenetha Stanton, Julianne Miranda
A Collaborative Approach To Building A Student Information And Technology Literacy Program, Kenetha Stanton, Julianne Miranda
Center for Academic Technology (CAT) - Presentations
This is a brief overview of the Information Commons program at Butler University presented during an EDUCAUSE Midwest Lightning Round. The Information Commons is professional development program jointly sponsored by The Center for Academic Technology (formerly Instructional Technology) and the Butler Libraries for student staff that provides information and technology literacy support to Butler students through scheduled desk hours and peer-to-peer training and consulting.
Online But Off-Topic: Establishing Common Ground In Small Learning Groups, Trena M. Paulus
Online But Off-Topic: Establishing Common Ground In Small Learning Groups, Trena M. Paulus
Educational Psychology & Counseling Publications and Other Works
There is not yet a great deal of research in formal online learning environments focusing on the seemingly “off-topic” conversations that small groups engage in as they complete learning tasks together. This study uses the theory of common ground as a framework to explore what participants are talking about when not discussing the concepts to be learned and how participants negotiate common ground in distance learning environments, including their use of computer-mediated communication (CMC) tools. The email, discussion forum, and chat transcripts of ten small groups comprised of experienced distance learners were investigated using computer-mediated discourse analysis, particularly attending to …
Building Accessible E-Learning Collaboratively, Shalin Hai-Jew
Building Accessible E-Learning Collaboratively, Shalin Hai-Jew
SIDLIT Conference Proceedings
The presenter discusses issues online instructors must consider when creating an accessible Web-based learning environment for those with or without disabilities.