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Full-Text Articles in Instructional Media Design

Motivation, Learning Strategies, And Language Competency In A Technology Facilitated Chinese As A Second Language Classroom, Xiongyi Liu, Lih-Ching Chen Wang Dec 2017

Motivation, Learning Strategies, And Language Competency In A Technology Facilitated Chinese As A Second Language Classroom, Xiongyi Liu, Lih-Ching Chen Wang

Chinese Language Teaching Methodology and Technology

The present study examines the effectiveness of a game-based mobile technology application Kahoot on the motivation and language competency of high school student learning Chinese as a second language, and the relationship among student motivation, learning strategy use, and language competency in such a technology-facilitated classroom. Data was collected using pre and post surveys from a class of 18 students taught by a teacher candidate in a Chinese teaching licensure program at a state university. The results indicate significant student improvements in two areas of Chinese language learning: reading and speaking, though no significant difference was found in the areas …


An Evaluation Of Educational Values Of Youtube Videos For Academic Writing, Gbolahan Olasina Sep 2017

An Evaluation Of Educational Values Of Youtube Videos For Academic Writing, Gbolahan Olasina

The African Journal of Information Systems

The aim is to assess the impact of YouTube videos about academic writing and its skills on the writing performance of students. Theoretical perspectives from constructivism and associated learning models are used to inform the purpose of the research. The contextual setting is matriculation students awaiting admission to higher institutions. The population is 40 students belonging to a class aimed at assisting disadvantaged students in their academic writing in Scottsville, Province of KwaZulu-Natal, South Africa. The students are broken into two groups – control/traditional teaching and the treatment/YouTube facilitated groups. Consequently, a dominant qualitative approach is adopted using focus group …


The Building Blocks Of History, Nicole Martin Sep 2017

The Building Blocks Of History, Nicole Martin

Greater Faculties: A Review of Teaching and Learning

Dr. Steve Davis is an Assistant Professor of History at the University of Kentucky, where he teaches precolonial and modern South African history using the popular video game Minecraft. CELT's Dr. Nicole Martin asked Dr. Davis about his goals for student learning, and how he encourages students to develop skills in historical analysis through virtual world-building.


Call For Submissions, Cltmt Editor Sep 2017

Call For Submissions, Cltmt Editor

Chinese Language Teaching Methodology and Technology

Call for Submissions


Problems And The Coping Measures In American Beginners’ Chinese Calligraphy Writing, Huiwen Li, Brendan Mcdermott Sep 2017

Problems And The Coping Measures In American Beginners’ Chinese Calligraphy Writing, Huiwen Li, Brendan Mcdermott

Chinese Language Teaching Methodology and Technology

Through class observations and interviews, this study identified eight types of writing errors that American beginners of Chinese calligraphy. These errors include: (1) failure to apply the Chinese philosophical mindset when producing a real work of calligraphy, (2) dropping some stroke(s) or stroke part(s), (3) misplaced strokes, (4) improperly connected strokes, (5) misshapen curved strokes, (6) disproportionate component size, (7) incorrect thickness and character size, and (8) angled vertical strokes. These errors reflect the students’ lack of knowledge of Chinese characters, the writing skills, and the application of Yin and Yang philosophy. Corresponding instructions and guidance are needed to help …


Card Tricks: A Workflow For Scalability And Dynamic Content Creation Using Paper2d And Unreal Engine 4, Owen Gottlieb, Dakota Herold, Edward Amidon Aug 2017

Card Tricks: A Workflow For Scalability And Dynamic Content Creation Using Paper2d And Unreal Engine 4, Owen Gottlieb, Dakota Herold, Edward Amidon

Presentations and other scholarship

In this paper, we describe the design and technological methods of

our dynamic sprite system in Lost & Found, a table-top-to-mobile

card game designed to improve literacy regarding prosocial

aspects of religious legal systems, specifically, collaboration and

cooperation. Harnessing the capabilities of Unreal Engine’s

Paper2D system, we created a dynamic content creation pipeline

that empowered our game designers so that they could rapidly

iterate on the game’s systems and balance externally from the

engine. Utilizing the Unreal Blueprint component system we were

also able to modularize each actor during runtime as data may be

changed. The technological approach behind Lost …


New Design Principles For Mobile History Games, Owen Gottlieb Jun 2017

New Design Principles For Mobile History Games, Owen Gottlieb

Presentations and other scholarship

This study draws on design-based research on an ARIS–based mobile augmented reality game for teaching early 20th century history. New design principles derived from the study include the use of supra-reveals, and bias mirroring. Supra-reveals are a kind of foreshadowing event in order to ground historical happenings in the wider enduring historical understanding. Bias mirroring refers to a nonplayer character echoing back a player’s biased behavior, in order to open the player to listening to alternative perspectives. Supra-reveals engendered discussion of historical themes early in the game experience. The results showed that use of a cluster of NPC bias mirroring …


Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb May 2017

Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb

Articles

This paper presents a case study drawn from design-based research (DBR) on a mobile, place-based augmented reality history game. Using DBR methods, the game was developed by the author as a history learning intervention for fifth to seventh graders. The game is built upon historical narratives of disenfranchised populations that are seldom taught, those typically relegated to the 'null curriculum'. These narratives include the stories of women immigrant labour leaders in the early twentieth century, more than a decade before suffrage. The project understands the purpose of history education as the preparation of informed citizens. In paying particular attention to …


The Importance Of Using Information Communication Technology For Learning And Teaching The English Language In Kurdistan Of Iraq, Nabaz Noori Kareem May 2017

The Importance Of Using Information Communication Technology For Learning And Teaching The English Language In Kurdistan Of Iraq, Nabaz Noori Kareem

English (TESOL) Master Theses

Kurdistan as a region in north of Iraq has undergone significant changes regarding its educational system, and using ICTs (information communication technologies) for teaching and learning English has been given a great role in the system. There are many researchers who wrote about the benefits and the challenges of using ICTs. As the term ICT includes many kinds of devices and applications, students and teachers in Kurdistan are using various types of ICTs inside or outside of the schools. Students and teachers use ICTs for teaching and learning the skills of the English language such as reading, writing, speaking, and …


Teaching Languages Online: Innovations And Challenges, Mayu Miyamoto, Natsumi Suzuki, Atsushi Fukada, Yuhan Huang, Siyan Hou, Wei Hong Mar 2017

Teaching Languages Online: Innovations And Challenges, Mayu Miyamoto, Natsumi Suzuki, Atsushi Fukada, Yuhan Huang, Siyan Hou, Wei Hong

Purdue Linguistics, Literature, and Second Language Studies Conference

Language professionals long resisted teaching online mainly because it was unthinkable to teach speaking in the online environment. Recent advances in technology, however, have made it conceivable. This chapter presents the design and implementation of online courses in Japanese and Chinese recently developed and being offered at Purdue University. We will highlight not only technologies involved, but also pedagogical innovations that helped resolve difficult issues. The efficacy of online teaching will also be touched upon. Reactions from enrolled students and the instructors that have taught the courses will also be shared.


Lost & Found: Order In The Court -- The Party Game, Owen Gottlieb, Ian Schreiber Jan 2017

Lost & Found: Order In The Court -- The Party Game, Owen Gottlieb, Ian Schreiber

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 second game in the series, Lost & Found: Order in the Court …


Lost & Found, Owen Gottlieb, Ian Schreiber, Kelly Murdoch-Kitt Jan 2017

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 & …


Librarians Building Digital Learning Objects Supporting Cultural Understanding: Fulbright-Hays Seminar Abroad In Morocco And Tunisia, Michael J. Miller Jan 2017

Librarians Building Digital Learning Objects Supporting Cultural Understanding: Fulbright-Hays Seminar Abroad In Morocco And Tunisia, Michael J. Miller

Publications and Research

Chapter explores a 2011 Fulbright- Hays Seminar experience in Morocco/Tunisia related to comparative religion. The grant process is explained, Seminar is detailed, and the curriculum project is detailed.


The Challenge Of Chinese Character Acquisition: Leveraging Multimodality In Overcoming A Centuries-Old Problem, Justin Olmanson, Xianquan Chrystal Liu Jan 2017

The Challenge Of Chinese Character Acquisition: Leveraging Multimodality In Overcoming A Centuries-Old Problem, Justin Olmanson, Xianquan Chrystal Liu

Department of Teaching, Learning, and Teacher Education: Faculty Publications

For learners unfamiliar with character-based or logosyllabic writing systems, the process of developing literacy in written Chinese poses significantly more obstacles than learning to read and write in a second language like Portuguese or Cherokee. In this article we describe the linguistic nature of Chinese characters; we outline traditional and new media approaches to Chinese character acquisition; we unpack how multimodal technologies combined with computational linguistics might be used to provide new types of support for Chinese character learning; and we offer a design that incorporates several of these concepts into a digital writing support tool that could work as …


Relevant Versus Extraneous Music In Multimedia Instruction: A Study Of The Coherence Principle, Jonathan Gunnell Jan 2017

Relevant Versus Extraneous Music In Multimedia Instruction: A Study Of The Coherence Principle, Jonathan Gunnell

Electronic Theses and Dissertations

The purpose of this study was to examine whether the inclusion of nonessential music in an instructional multimedia presentation affected learners’ ability to recall information in retention, cued-retention, and transfer cognitive measures. This study tested the coherence principle of multimedia learning which holds that the addition of nonessential content that is not relevant to the instruction is detrimental to learning. This study tested this principle by analyzing differences across three groups; a control group which included no additional music, a group including bland music selected at random, and a group including music that has been intentionally designed to align with …


Examining The Integration Of Technology In The Early Childhood Classroom, Kerri Lynn Willmann Jan 2017

Examining The Integration Of Technology In The Early Childhood Classroom, Kerri Lynn Willmann

Walden Dissertations and Doctoral Studies

Reading achievement scores in the United States are low and educators need more strategies to support young students in literacy. It is important to identify the technologies and implementation strategies that educators find beneficial for literacy instruction. The purpose of this qualitative study was to investigate perspectives on instructional technology and literacy strategies intended to promote student-centered learning opportunities. The conceptual framework was Bloom's mastery learning, Bransford's anchored instruction, and Piaget's constructivist theory. Each theorist encouraged exploration and hands-on interactive learning opportunities. The research questions addressed how teachers perceive the implementation of technology tools to enhance literary performance and engagement …


Influence Of Technology On English Language Learners' Vocabulary, Reading, And Comprehension, Catherine Elizabeth Crum Jan 2017

Influence Of Technology On English Language Learners' Vocabulary, Reading, And Comprehension, Catherine Elizabeth Crum

Walden Dissertations and Doctoral Studies

Researchers have shown that vocabulary development is a challenge for English Language Learners (ELLs) as they are less prepared to use contextual and linguistic clues to decode unfamiliar vocabulary. Beginning in the upper elementary grades, reading in content areas becomes lengthier and more complex. Technology-supported vocabulary instruction to teach social studies to ELLs is a relatively new concept in the 5th grade classroom. The purpose of this comparative study was to assess the vocabulary and reading comprehension outcomes of ELLs in the content area of 5th grade social studies when taught using technology-supported versus traditional textbook instruction. Mayer's cognitive theory …


School Has A Bad Storyline: Gamification In Educational Environments, Irene L. Pynn Jan 2017

School Has A Bad Storyline: Gamification In Educational Environments, Irene L. Pynn

Electronic Theses and Dissertations

School often has low engagement and frustrating or absent options for the kind of agency the Federal Government's 2016 National Education Technology Plan now recommends educators include in their curriculum. Video games offer opportunities for people to participate in critical problem solving through creative projects. From balancing character statistics, to collaborating with other players, to making ethical and tactical decisions that can change the outcome of the story, successful games draw on the player's interest in learning and analyzing numbers, locations, visual clues, narrative elements, people, and more. One useful example may be found in visual novels (VNs), a medium …


Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb Jan 2017

Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb

Articles

How can Design-Based Research (DBR) be used in the study of video games, religious literacy, and learning? DBR uses a variety of pragmatically selected mixed methods approaches to design learning interventions. Researchers, working with educators and learners, design and co-design learning artifacts and environments. They analyze those artifacts and environments as they are used by educators and learners, and then iterate based on mixed methods data analysis. DBR is suited for any "rich contextualized setting in which people have agency." (Hoadley 2013) such as formal or informal learning environments.

The case covered in this chapter is a mobile Augmented Reality …


Synergy: Game Design + Qur'an Memorization, Sultana Jesmine Moulana Jan 2017

Synergy: Game Design + Qur'an Memorization, Sultana Jesmine Moulana

Theses and Dissertations

The rise of digital technology has transformed nearly every part of our daily lives, including the way we learn and memorize. Such transformations raise interesting questions for one of the most long-standing and demanding memorization tasks in the world: the memorization of the Islamic holy book, The Qur’an. For Muslims, The Qur’an is a timeless, sacred text, cradling within its covers many profound images, stories, and parables. Despite rigorous research in the fields of game design and memorization techniques, very little work has been done in combining these two areas of research to create a game-based memorization experience of The …


Who Really Said What? Mobile Historical Situated Documentary As Liminal Learning Space, Owen Gottlieb Dec 2016

Who Really Said What? Mobile Historical Situated Documentary As Liminal Learning Space, Owen Gottlieb

Articles

This article explores the complexities and affordances of historical representation that arose in the process of designing a mobile augmented reality video game for teaching history. The process suggests opportunities to push the historical documentary form in new ways. Specifically, the article addresses the shifting liminal space between historical fiction narrative, and historical interactive documentary narrative. What happens when primary sources, available for examination are placed inside of a historically inspired narrative, one that hews closely to the events, but creates drama through dialogues between player and historical figure? In this relatively new field of interactive historical situated documentary, how …


Innovative Techniques For Inspiring Efl Students' Enthusiasm And Participating In English Classroom Activities, Yinghung Natalie Chiang Dec 2016

Innovative Techniques For Inspiring Efl Students' Enthusiasm And Participating In English Classroom Activities, Yinghung Natalie Chiang

Master's Projects and Capstones

Since 1990, the government of Taiwan has sought to position the country as an international economic and trading center. As a result, English became a compulsory subject for Taiwanese students in 2005 (Lu, 2011). The Taiwan Ministry of Education (MOE) is promoting communicative language teaching (CLT) and encouraging learners to develop and increased desire to improve their language skills. However, many Taiwanese English as Foreign Language (EFL) teachers still focus on memorization and the grammar translation method (Chung & Huang, 2009). The author discovered two major issues related to English language teaching in Taiwan. The first issue was many Taiwanese …


The Digital Musing Of A History Buff, Charles W. Kann Dec 2016

The Digital Musing Of A History Buff, Charles W. Kann

Computer Science Faculty Publications

Perhaps the best part of studying Computer Science (CS) is that it is not an isolated discipline; CS exists to produce systems and applications that support the business and interests of nearly every person in the world. Any area of inquiry is open to fanciful and meaningful exploration by computer scientists. In a very real sense, the world is the oyster of those who can use digital tools developed by CS.

In his talk, Dr. Kann will explore how he uses those digital tools to advance his enthusiasm for history. The talk will highlight some of the work he has …


Thiscollegestory.Com: How Interactive Writing Media Influenced The Way First-Year Students Made Sense Of Their College Transition, Philip Kreniske Sep 2016

Thiscollegestory.Com: How Interactive Writing Media Influenced The Way First-Year Students Made Sense Of Their College Transition, Philip Kreniske

Dissertations, Theses, and Capstone Projects

Drawing on insights from Bakhtin (1986) that demonstrated the significance of writing as an interaction, and building on recent developments in narrative analysis that offer insights into narrator’s sense making processes (Daiute, 2014; Lucic, 2013); this research explores how freshmen in an educational opportunity program used interactive writing media to make sense of their transition to college. The exploration involved three main questions and each question concerns students’ development over time:

  • First, did college students’ writing in two different media (blogs and word-processed text) differ and did these differences change over time?
  • Second, how did the narrators and audience interact …


Infographics On The Brain, Rachel S. Evans Aug 2016

Infographics On The Brain, Rachel S. Evans

Presentations

Higher Education is often known for a certain type of learning experience in the classroom. Students expect thick books and in many areas of study, the Socratic method, but generally little in the way of visual aids. Students in other areas of study, including K-12, are increasingly benefiting from their educators using infographics in the classroom. The potential uses in higher education range from giving your course syllabus a facelift, to illustrating facts visually, and even to teaching students to create their own infographics as a practice-ready skill. This session will quickly explore why today’s students are drawn to visuals …


From Tele- To Online Courses: Transforming Hist 132, Torie Wynn Aug 2016

From Tele- To Online Courses: Transforming Hist 132, Torie Wynn

SIDLIT Conference

Wichita State University’s History Department and Instructional Technology and Design (IDT) office teamed up to eliminate the HIST 132 telecourse and replace it with an online course. This presentation will discuss stages of the transformation, including: Inception and Barriers, Design & Development (using theories from Green Light Design and the LEARN Model and adopting an OpenStax OER textbook), Delivery, and Challenges and Changes. IDT will provide a brief tour of the course shell and suggest ways in which a model like this may work at your university.


Docu-Minutes: 60 Second Documentaries, Muriel Green Aug 2016

Docu-Minutes: 60 Second Documentaries, Muriel Green

SIDLIT Conference

Anyone can make a 60 second documentary. In this presentation I will describe my experience at the Lawrence Public Library’s Sound + Vision filmmaking studio instructing patrons in the Documinutes method. The presentation will cover high-level theory, implementation, and how to scale filmmaking instruction for institutions of various sizes.


Integrating 3d Printing Across The Liberal Arts Curriculum, Adam Konczewski, Jonathan Carlson, Aaron Utke Jun 2016

Integrating 3d Printing Across The Liberal Arts Curriculum, Adam Konczewski, Jonathan Carlson, Aaron Utke

Oberlin Digital Scholarship Conference

3D modeling technology is a great way to approach a broad range of educational pedagogies. Participants learned how to integrate 3D technology into your classroom. This presentation focused on the pedagogical applications of 3D printing and design in the classroom that we have implemented with chemistry, art and environmental studies faculty and students. During this intensive workshop participants learned how 3D printing and design can be used as a tool for creative problem solving.

PLEASE NOTE: Participants installed the following software before attending the workshop: Sketchup (free trial version) from http://www.sketchup.com/ iPad app for Makerbot PrintShop https://itunes.apple.com/us/app/makerbot-printshop/id884304128?mt=8 (the presenters also …


Infographics On The Brain: Lightning Talk, Rachel S. Evans Jun 2016

Infographics On The Brain: Lightning Talk, Rachel S. Evans

Presentations

A 5 minute lightning talk discusses the benefits and potential uses for infographics in libraries.


Aligning Graduate Student Training And Work: Emory’S Digital Scholarship Internship Program, Alan G. Pike Apr 2016

Aligning Graduate Student Training And Work: Emory’S Digital Scholarship Internship Program, Alan G. Pike

Transforming Libraries for Graduate Students

While graduate student employment in libraries is nothing new, not every student job in the library is created equally. What would it mean for us to structure graduate student employment with an eye toward professional goals of students while also integrating them into day to day operations? This presentation will discuss how the Digital Scholarship Internship Program, a pilot program for graduate students in the Emory Center for Digital Scholarship, part of the Libraries and Information Technology Division of the Robert W. Woodruff Library, might serve as a model for training and professional development for graduate students working with librarians …