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Articles 1 - 9 of 9
Full-Text Articles in Instructional Media Design
The Development Of Photography Training For Recreation And Wellness Marketing, Erica Pax
The Development Of Photography Training For Recreation And Wellness Marketing, Erica Pax
Master of Education in Instructional Design and Technology Plan II Graduate Projects
The Department of Recreation and Wellness marketing office previously did not have a standardized photographic workflow to ensure all marketing student employee photographers consistently capture, edit, name, and store digital image files. As a result, the digital photo library contained digital image files of varying quality that were organized inconsistently. These inconsistencies made it difficult for designers to quickly and efficiently locate adequate image files for use in the creation of promotional items. In addition, a reduction in administrative staff and an increase in workload necessitated that new student employees learn new processes through self-instruction.
The researcher created a photography …
Redesigning Instruction To Create Systematic Change: A Designer’S Perspective, Debra D. Runshe
Redesigning Instruction To Create Systematic Change: A Designer’S Perspective, Debra D. Runshe
Teaching and Learning Technologies Presentations
Instruction Matters Purdue Academic Course Transformation (IMPACT) is not only a successful course redesign program but it also fosters institutional change through collaboration between faculty and support units campus-wide. Faculty participate in a structured faculty development program and are further supported in their redesign process by a team of staff members from multiple units across campus, including the Libraries, the Center for Instructional Excellence (CIE), Information Technology at Purdue (ITaP), and Purdue Distance Education (PEC).
How Games Work: Exploring The Instructional Design Of Diablo Iii, Carly Finseth
How Games Work: Exploring The Instructional Design Of Diablo Iii, Carly Finseth
Carly Finseth
This presentation describes a portion of a three-part case study designed to research the instructional patterns that occur within role-playing games (RPGs). It presents a set of nine heuristics for learning in RPGs and analyzes how and where those heuristics occur within the game Diablo III. The findings from the study include an overview of a cyclical learning pattern that occurs with RPGs, as well as theoretical and practical implication for both industry and academic contexts.
How Games Work: Exploring The Instructional Design Of Diablo Iii, Carly Finseth
How Games Work: Exploring The Instructional Design Of Diablo Iii, Carly Finseth
Carly Finseth
This paper describes a portion of a three-part case study designed to research the instructional patterns that occur within role-playing games (RPGs). It presents a set of nine heuristics for learning in RPGs and analyzes how and where those heuristics occur within the game Diablo III. The findings from the study include an overview of a cyclical learning pattern that occurs with RPGs, as well as theoretical and practical implication for both industry and academic contexts.
Creating And Using Interactive Presentations In Distance Education Courses: A View From The Instructor's Chair, Karen K. Hein
Creating And Using Interactive Presentations In Distance Education Courses: A View From The Instructor's Chair, Karen K. Hein
Department of Teaching, Learning, and Teacher Education: Dissertations, Theses, and Student Research
Instructors of distance education courses have many choices when it comes to designing course materials and learning experiences. One approach has been to develop interactive presentations – audio voice-over slide presentations or presentations incorporating voice-over narration plus other interactive elements. Some of the previous research has focused upon the impact of these types of instructional materials on student academic achievement (Stephenson, Brown, Griffin, 2008; Lents & Cifuentes, 2009; Savoy, Proctor, & Salvendy, 2009; and Geri, 2011). Others have examined interactive presentations from a limited instructor perspective, focusing on the tools and preferences in specific disciplines (Pace & Kelly, 2006; Burke, …
Foreword, Apostolos Koutropoulos, Alan Girelli
Foreword, Apostolos Koutropoulos, Alan Girelli
Current Issues in Emerging eLearning
This first publication of Current Issues in Emerging eLearning (CIEE) opens and closes with research studies on eLearning practice. The studies frame three theoretical discussions regarding the judicious adoption of eLearning technologies and one extended narrative regarding the various factors behind innovative best practices.
Current Issues In Emerging Elearning, Volume 1, Issue 1
Current Issues In Emerging Elearning, Volume 1, Issue 1
Current Issues in Emerging eLearning
This first publication of Current Issues in Emerging eLearning (CIEE) opens and closes with research studies on eLearning practice. The studies frame three theoretical discussions regarding the judicious adoption of eLearning technologies and one extended narrative regarding the various factors behind innovative best practices.
A Designed Research Study Examining The Impact Of Using A Motivational Model For Mastering The Crash Cart, Debra Amaro
A Designed Research Study Examining The Impact Of Using A Motivational Model For Mastering The Crash Cart, Debra Amaro
Wayne State University Dissertations
Abstract
This research study examined the effects of strategically designed crash cart training using Keller's motivational design model ARCS (Keller, 2010) for novice nurses. The purpose of this mixed methods design-based research study was to determine the motivational levels of novice/beginner nurses in the work environment and seek out whether or not motivational designed instruction for the crash cart will significantly impact their mastery of the crash cart. Quantitative and qualitative data were collected within iterations of the study to determine the motivational levels of novice nurses pertaining to crash cart training. Motivational levels were determined utilizing Keller's (2010), "Course …
Analyzing Commercial Video Game Instruction Through The Lens Of Instructional Design, Susan E. Copp, Rebecca L. Fischer, Tian Luo, David R. Moore, Seann Dikkers
Analyzing Commercial Video Game Instruction Through The Lens Of Instructional Design, Susan E. Copp, Rebecca L. Fischer, Tian Luo, David R. Moore, Seann Dikkers
STEMPS Faculty Publications
This paper will examine how Gagne’s Nine Events of Instruction (1992) may appear, perhaps inadvertently, within commercial games that guide the user from novice to expert player. By employing a qualitative artifact analysis methodology, we examine a popular action adventure video game to determine if game designers encourage players to build game expertise by employing similar events to Gagne’s instructional design model. We demonstrate that our artifact of analysis does consistently employ Gagne’s events, though often in a manner unique to a digitally mediated space. We conclude that an experiential game setting has the potential to be a platform for …