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Curriculum and Instruction Commons

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Full-Text Articles in Curriculum and Instruction

The Effect Of Pre-Collaborative Activity Instruction On Self-Efficacy, Robert Ray Mattson Dec 2011

The Effect Of Pre-Collaborative Activity Instruction On Self-Efficacy, Robert Ray Mattson

UNLV Theses, Dissertations, Professional Papers, and Capstones

Collaborative learning is increasing in popularity in education. This collaborative pedagogy is based on a significant body of research that shows positive learning gains. Additionally, given the nature of much of the information-age work, it is thought that such collaborative activity in school helps develop knowledge, skills and attitudes that will be beneficial to students in their post-college lives.

In spite of collaborative learning's increasing use and popularity, there is only limited research on how students feel about such methods and their level of confidence in their collaborative knowledge, skills and attitudes. Based on the current theories about self-efficacy, delineated …


Enhancing The Cultural Competence Of Women’S Health Nurses Via Online Continuing Education, Ella T. Heitzler Aug 2011

Enhancing The Cultural Competence Of Women’S Health Nurses Via Online Continuing Education, Ella T. Heitzler

UNLV Theses, Dissertations, Professional Papers, and Capstones

By 2050, current minority groups will comprise almost half of the US population further challenging healthcare providers and nurses to deliver culturally competent care. Numerous organizations have published documents supporting cultural competence and its incorporation into nursing curricula has been encouraged since 1986. However, practicing nurses, specifically those providing care to childbearing women and families, continue to acknowledge their lack of cultural competence. This is concerning as large health disparities exist between culturally diverse women and cultural competence can lead to greater health equality and better client care. Studies have shown face-to-face education increases the cultural competence of healthcare providers; …


The Development And Validation Of A Tool To Measure Self-Confidence And Anxiety In Nursing Students While Making Clinical Decisions, Krista Alaine White Aug 2011

The Development And Validation Of A Tool To Measure Self-Confidence And Anxiety In Nursing Students While Making Clinical Decisions, Krista Alaine White

UNLV Theses, Dissertations, Professional Papers, and Capstones

Clinical decision making (CDM) is a cornerstone skill for nurses. Self-confidence and anxiety are two affective influences that impact the learning and adeptness of CDM. Currently, no instruments exist that measure perceived self-confidence and anxiety level of undergraduate nursing students related to CDM. The purpose of this research was to develop, test, and establish psychometric properties for a quantitative instrument that measures the levels of self-confidence and anxiety experienced by undergraduate nursing students while making clinical decisions. The new tool is entitled the Nursing Anxiety and Self-Confidence with Clinical Decision Making (NASC-CDM) scale. The tool is a self-report, Likert-type instrument …


Learning Middle School Mathematics Through Student Designed And Constructed Video Games, Camille M. Mccue May 2011

Learning Middle School Mathematics Through Student Designed And Constructed Video Games, Camille M. Mccue

UNLV Theses, Dissertations, Professional Papers, and Capstones

Mathematics achievement is an area in which American precollege students are faltering. Emerging research suggests that making mathematics instruction relevant and applicable in the lives of youth may impact math achievement, especially when it capitalizes on high-interest technologies such as video games.

Employing a quasi-experimental and descriptive approach, this study examined the mathematics (i.e., numbers and operations, algebra, geometry, measurement, and probability) that middle school students employed during their design and construction of video games. First, it examined the mathematics content learned by 19 sixth and seventh graders during their analysis, synthesis, and programming of three video game projects over …