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Full-Text Articles in Education

Automatic Classification Of Activities In Classroom Videos, Jonathan K. Foster, Matthew Korban, Peter Youngs, Ginger S. Watson, Scott T. Acton Jan 2024

Automatic Classification Of Activities In Classroom Videos, Jonathan K. Foster, Matthew Korban, Peter Youngs, Ginger S. Watson, Scott T. Acton

VMASC Publications

Classroom videos are a common source of data for educational researchers studying classroom interactions as well as a resource for teacher education and professional development. Over the last several decades emerging technologies have been applied to classroom videos to record, transcribe, and analyze classroom interactions. With the rise of machine learning, we report on the development and validation of neural networks to classify instructional activities using video signals, without analyzing speech or audio features, from a large corpus of nearly 250 h of classroom videos from elementary mathematics and English language arts instruction. Results indicated that the neural networks performed …


Internet-Of-Things Devices In Support Of The Development Of Echoic Skills Among Children With Autism Spectrum Disorder, Krzysztof J. Rechowicz, John B. Stull, Michelle M. Hascall, Saikou Y. Diallo, Kevin J. O'Brien Jan 2021

Internet-Of-Things Devices In Support Of The Development Of Echoic Skills Among Children With Autism Spectrum Disorder, Krzysztof J. Rechowicz, John B. Stull, Michelle M. Hascall, Saikou Y. Diallo, Kevin J. O'Brien

VMASC Publications

A significant therapeutic challenge for people with disabilities is the development of verbal and echoic skills. Digital voice assistants (DVAs), such as Amazon’s Alexa, provide networked intelligence to billions of Internet-of-Things devices and have the potential to offer opportunities to people, such as those diagnosed with autism spectrum disorder (ASD), to advance these necessary skills. Voice interfaces can enable children with ASD to practice such skills at home; however, it remains unclear whether DVAs can be as proficient as therapists in recognizing utterances by a developing speaker. We developed an Alexa-based skill called ASPECT to measure how well the DVA …


The Artificial University: Decision Support For Universities In The Covid-19 Era, Wesley J. Wildman, Saikou Y. Diallo, George Hodulik, Andrew Page, Andreas Tolk, Neha Gondal Jan 2020

The Artificial University: Decision Support For Universities In The Covid-19 Era, Wesley J. Wildman, Saikou Y. Diallo, George Hodulik, Andrew Page, Andreas Tolk, Neha Gondal

VMASC Publications

Operating universities under pandemic conditions is a complex undertaking. The Artificial University (TAU) responds to this need. TAU is a configurable, open-source computer simulation of a university using a contact network based on publicly available information about university classes, residences, and activities. This study evaluates health outcomes for an array of interventions and testing protocols in an artificial university of 6,500 students, faculty, and staff. Findings suggest that physical distancing and centralized contact tracing are most effective at reducing infections, but there is a tipping point for compliance below which physical distancing is less effective. If student compliance is anything …


Incorporating Diegetic Elements To Increase Engagement In Games For Engineering Education, Katherine Smith, Yuzhong Shen, Anthony W. Dean Jun 2018

Incorporating Diegetic Elements To Increase Engagement In Games For Engineering Education, Katherine Smith, Yuzhong Shen, Anthony W. Dean

VMASC Publications

One of the difficulties in developing educational games is maintaining player engagement. This engagement is critical for games to provide effective learning experiences. One way to increase engagement in games is to limit interruptions during game play. In educational games, this can be accomplished by incorporating learning or problem-solving elements diegetically. Diegetic elements are those that are part of the game scene. With this in mind, a series of games for Science, Technology, Engineering, and Mathematics (STEM) education has been developed focusing on content in courses that are prerequisites to the engineering curriculum. These games cover topics in pre-calculus, calculus, …


Overview Of Game And Content Design For A Mobile Game That Will Prepare Students In Calculus And Physics Prerequisites To The Engineering Curriculum, Katherine Smith, John Shull, Patrick Sean Heaney, Yuzhong Shen, Anthony W. Dean, Jennifer G. Michaeli Jun 2017

Overview Of Game And Content Design For A Mobile Game That Will Prepare Students In Calculus And Physics Prerequisites To The Engineering Curriculum, Katherine Smith, John Shull, Patrick Sean Heaney, Yuzhong Shen, Anthony W. Dean, Jennifer G. Michaeli

VMASC Publications

As part of a research project which assists veterans as they exit the military, complete engineering degrees, and enter the workforce as engineering professionals, a range of serious games for Science, Technology, Engineering, and Mathematics (STEM) education is under development. The current focus of this development is CAPTIVATE, a serious game to assist student veterans in mastering the calculus and physics skills that are necessary prerequisites to the main engineering curriculum. Building on the development and lessons learned from MAVEN, a game developed previously to help student veterans master precalculus skills, the design and initial implementation for CAPTIVATE involves careful …


Lack Of Communication Even When Using Alternative And Augmentative Communication Devices: Are We Forgetting About The Three Components Of Language, Gianluca De Leo, Margaret Lubas, Jennifer R. Mitchell Jan 2012

Lack Of Communication Even When Using Alternative And Augmentative Communication Devices: Are We Forgetting About The Three Components Of Language, Gianluca De Leo, Margaret Lubas, Jennifer R. Mitchell

VMASC Publications

[First paragraph] Starting in the early 90s, augmentative and alternative communication (AAC) devices were introduced in special education classrooms. These devices were intended to replace the picture-based communication approaches, such as PECS (Picture Exchange Communication System).


The Geometric Growth Of M&S Education: Pushing Forward, Pushing Outward, John A. Sokolowski, Catherine M. Banks Oct 2010

The Geometric Growth Of M&S Education: Pushing Forward, Pushing Outward, John A. Sokolowski, Catherine M. Banks

VMASC Publications

M&S education is experiencing a geometric growth that is placing it front and center as a discipline and as an interdisciplinary tool. This article discusses the evolution of the discipline of M&S. It answers: Why has M&S education experienced a forward and outward growth? What is it that makes this discipline unique? What is the current state of M&S education?