Open Access. Powered by Scholars. Published by Universities.®
- Discipline
-
- Social and Behavioral Sciences (9)
- Library and Information Science (8)
- Higher Education (7)
- Curriculum and Instruction (6)
- Educational Assessment, Evaluation, and Research (6)
-
- Arts and Humanities (5)
- Online and Distance Education (5)
- Art and Design (3)
- Cataloging and Metadata (3)
- Other Education (3)
- Rhetoric and Composition (3)
- Teacher Education and Professional Development (3)
- Business (2)
- Educational Technology (2)
- Science and Mathematics Education (2)
- Technology and Innovation (2)
- Adult and Continuing Education Administration (1)
- Adult and Continuing Education and Teaching (1)
- Advertising and Promotion Management (1)
- Art Practice (1)
- Behavioral Disciplines and Activities (1)
- Business Administration, Management, and Operations (1)
- Business and Corporate Communications (1)
- Cognition and Perception (1)
- Computer Sciences (1)
- Creative Writing (1)
- Curriculum and Social Inquiry (1)
- Educational Administration and Supervision (1)
- Institution
-
- Utah State University (8)
- Boise State University (3)
- Purdue University (3)
- University of Massachusetts Boston (3)
- Wayne State University (3)
-
- Technological University Dublin (2)
- University of Nebraska - Lincoln (2)
- City University of New York (CUNY) (1)
- Edith Cowan University (1)
- Illinois Math and Science Academy (1)
- James Madison University (1)
- Minnesota State University, Mankato (1)
- Montclair State University (1)
- Old Dominion University (1)
- University of South Florida (1)
- Western Kentucky University (1)
- Publication Year
- Publication
-
- Instructional Technology and Learning Sciences Faculty Publications (5)
- Current Issues in Emerging eLearning (3)
- Purdue Writing Lab/Purdue OWL Research Reports (3)
- Wayne State University Dissertations (3)
- Department of Teaching, Learning, and Teacher Education: Faculty Publications (2)
-
- Educational Technology Faculty Publications and Presentations (2)
- Instructional Technology & Learning Sciences - OCW (2)
- IT Solutions Publications (1)
- Journal Articles (1)
- Libraries (1)
- Organizational Performance and Workplace Learning Faculty Publications and Presentations (1)
- Other Educational Resources - OCW (1)
- Other resources (1)
- Publications & Research (1)
- Publications and Research (1)
- STEMPS Faculty Publications (1)
- The Emerging Learning Design Journal (1)
- Theses: Doctorates and Masters (1)
- USF Tampa Graduate Theses and Dissertations (1)
- University College Business Division Faculty Publications (1)
- Publication Type
- File Type
Articles 1 - 30 of 33
Full-Text Articles in Instructional Media Design
The Intersection Of Place And Game Design: The Case Of Two Classic African Board Games, Rebecca Y. Bayeck, Joseph M. Bayeck
The Intersection Of Place And Game Design: The Case Of Two Classic African Board Games, Rebecca Y. Bayeck, Joseph M. Bayeck
Instructional Technology and Learning Sciences Faculty Publications
The concept of game design is often associated with a computational creative task or a creation with technology. Automatically linking game design to computational activity or technology may have contributed to the scarce research on the interaction between place and game design. The focus on technology may have excluded indigenous games from game design conversation in the game design literature. This article explores design in the context of two classic African board games. We examine the influence of place on the design of these games. Building on game design and place literature, the article shows the situatedness of game design …
Teaching And Learning Together: Situating Information Literacy In The Library Social Services Landscape Of Practice Through Online Scenario-Game-Based Training, Denise R. Shereff
Teaching And Learning Together: Situating Information Literacy In The Library Social Services Landscape Of Practice Through Online Scenario-Game-Based Training, Denise R. Shereff
USF Tampa Graduate Theses and Dissertations
A scoping literature review and a qualitative case study were conducted in this dissertation research to explore formal information literacy instruction and professional development for librarians and social workers in the context of library social services. This research provides avenues for increasing understanding about how each is prepared to provide mental health and social service information and resources in public libraries.The scoping literature review was conducted on 19 studies published since 2002 focusing on librarians’ roles in information literacy instruction in social worker education. Articles were reviewed according to published Scoping Review guidelines. Trends were described regarding instructional and technological …
Chopped Id: Students Engaged In Gamification To Enhance Advanced Instructional Design Techniques, John Baaki, Tian Luo
Chopped Id: Students Engaged In Gamification To Enhance Advanced Instructional Design Techniques, John Baaki, Tian Luo
STEMPS Faculty Publications
The Food Network's television show Chopped pits chefs against each other, in a three-round battle, to create their best appetizer, entrée, and dessert. Facing master chef judges, the chef participants present their dishes with one chef chopped (eliminated) after each round. The last chef standing is crowned the Chopped Champion. A faculty member in an instructional design and technology program, created Chopped ID, an innovative adaptation and gamification of the Food Network's Chopped for application in a distance learning environment. Participating as competitors and judges, graduate students, firsthand, experienced gamification as an advanced instructional design technique. In the end, Chopped …
Finding Connections: Making An Existing Biology Course Interdisciplinary And Using The Experience For The Traditional Course And Oers, Tatiana Voza
Publications and Research
Adapting an existing introductory biology course to make it interdisciplinary and successful is an interesting experience and process. With imperatives such as lecture and lab components, a dense curriculum, preexisting learning outcomes and students with different levels of interest, adding material to provide relevant context show how both scientific and social knowledge relate to broader aspects of the human experience, can be challenging. However, once achieved such a course provides epistemological value, real-world context and a rewarding and enriching experience for both students and faculty. In this presentation, the steps involved in designing and implementing an interdisciplinary biology course (Biology …
The Challenge Of Chinese Character Acquisition: Leveraging Multimodality In Overcoming A Centuries-Old Problem, Justin Olmanson, Xianquan Liu
The Challenge Of Chinese Character Acquisition: Leveraging Multimodality In Overcoming A Centuries-Old Problem, Justin Olmanson, Xianquan Liu
The Emerging Learning Design Journal
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 …
Designers, Emotions, And Ideas: How Graphic Designers Understand Their Emotional Experiences Around Ideation, Alisa Hutchinson
Designers, Emotions, And Ideas: How Graphic Designers Understand Their Emotional Experiences Around Ideation, Alisa Hutchinson
Wayne State University Dissertations
Research on the role of designers’ own emotions as an influence on design processes, outcomes, and professional identity is limited but indicates that these experiences may play a meaningful role in design, particularly around ideation processes. This phenomenographic study sought to investigate and identify critical variations in the ways that graphic designers understand their emotional experiences around ideation. Based on interviews with 15 graphic designers, seven distinct categories of understanding emerged. These included (1) goodness-of-fit between designer and project sets an emotional tone for ideation; (2) high arousal emotions are present during ideation but incidental; (3) high arousal emotions are …
Supporting Faculty In Learning, Adopting, And Embracing Oers, Kimberly Johnson, Carrie Lewis Miller, Karen Pikula
Supporting Faculty In Learning, Adopting, And Embracing Oers, Kimberly Johnson, Carrie Lewis Miller, Karen Pikula
IT Solutions Publications
Minnesota State, a public system of 7 universities and 30 colleges serving nearly 400,000 students, has partnered with the Open Textbook Network (OTN) since 2014 to deliver training to nearly 300 faculty to OTN and the need, purpose, and possibilities of OER use in the classroom. Many of these faculty have gone on to peer review one or more texts housed in the Open Textbook Library. While there is still need for these basics, there is also growing interest in aiding faculty to move beyond reviewing existing OERs to adopting, redesigning courses, and even authoring their own open texts. To …
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 …
Reconceptualizing Pedagogical And Curricular Knowledge Development Through Making, Steven Greenstein, Justin Olmanson
Reconceptualizing Pedagogical And Curricular Knowledge Development Through Making, Steven Greenstein, Justin Olmanson
Department of Teaching, Learning, and Teacher Education: Faculty Publications
While making is typically tethered to narratives of entrepreneurship and business, it can provide a gateway to meaningful interaction and deepened understanding of both content and pedagogy. In this article we provide descriptions of two courses—one each at the pre-service and in-service levels—that engage teachers in making and design practices that we hypothesized would inform their pedagogical and curricular thinking. With a focus on the design of new tools to support teaching and learning through the use of human-centered design practices and digital fabrication technologies, these courses have teachers exploring at the intersection of content, pedagogy, and making. Specifically, they …
Culture As A Design "Next": Theoretical Frameworks To Guide New Design, Development, And Research Of Learning Environments, Tutaleni I. Asino, Lisa A. Giacumo, Victoria Chen
Culture As A Design "Next": Theoretical Frameworks To Guide New Design, Development, And Research Of Learning Environments, Tutaleni I. Asino, Lisa A. Giacumo, Victoria Chen
Organizational Performance and Workplace Learning Faculty Publications and Presentations
In the design ecosystem, culture is often ignored or relegated to the periphery, perhaps because some see it as a concept that is hard to explain or completely capture. To contribute to a new direction, our paper presents a portion of an on-going study integrating and recognizing culture in the design process. We argue that the “next’” focus of design should be an inclusion of culture into design practices; an inclusion that is merged into every stage instead of being treated as an afterthought – most notably, during the evaluation stage. There exist numerous models and guides exploring the role …
Getting Graphic About Infographics: Design Lessons Learned From Popular Infographics, Joanna C. Dunlap, Patrick R. Lowenthal
Getting Graphic About Infographics: Design Lessons Learned From Popular Infographics, Joanna C. Dunlap, Patrick R. Lowenthal
Educational Technology Faculty Publications and Presentations
People learn and remember more efficiently and effectively through the use of text and visuals than through text alone. Infographics are one way of presenting complex and dense informational content in a way that supports cognitive processing, learning, and future recognition and recollection. But the power of infographics is that they are a way of delivering the maximum amount of content in the least amount of space while still being precise and clear; because they are visual presentations as opposed to oral or text presentations, they can quickly tell a story, show relationships, and reveal structure. The following paper reports …
Redesigning The Inacol Standards For K-12 Online Course Design, David Adelstein
Redesigning The Inacol Standards For K-12 Online Course Design, David Adelstein
Wayne State University Dissertations
The research presented created a revised K-12 online course design rubric based off the iNACOL National Standards for Quality Online Courses. The redesign was completed in three distinct phases, beginning with a literature review of the iNACOL standards that compared current K-12, higher education, and other related literature to each element found in the standards to test for content validity. Results of phase one showed that the iNACOL standards did match up to current literature. Phase two consisted of an expert panel review of the standards, along with phase one suggestions, over three rounds. Viewing the standards through the specific …
A Review Of Models And Frameworks For Designing Mobile Learning Experiences And Environments, Yu-Chang Hsu, Yu-Hui Ching
A Review Of Models And Frameworks For Designing Mobile Learning Experiences And Environments, Yu-Chang Hsu, Yu-Hui Ching
Educational Technology Faculty Publications and Presentations
Mobile learning has become increasingly popular in the past decade due to the unprecedented technological affordances achieved through the advancement of mobile computing, which makes ubiquitous and situated learning possible. At the same time, there have been research and implementation projects whose efforts centered on developing mobile learning experiences for various learners’ profiles, accompanied by the development of models and frameworks for designing mobile learning experiences. This paper focuses on categorizing and synthesizing models and frameworks targeted specifically on mobile learning. A total of 17 papers were reviewed, and the models or frameworks were divided into five categories and discussed: …
A Multiple Case Exploration Of Designers And Reflection In The Design Space, Tamme L. Quinn Grzebyk
A Multiple Case Exploration Of Designers And Reflection In The Design Space, Tamme L. Quinn Grzebyk
Wayne State University Dissertations
For decades, scholars have searched for ways to more effectively teach and practice instructional design. A variety of strategies have been employed to address the ambiguity in and challenges of the field. Much of the focus in the education of instructional designers has been on teaching students how best to use the many models developed for the field (Rowling, 1992). These efforts, while meant to help the new instructional designer succeed, have often been stifled by the ever-changing landscape of what instructional designers are asked to do in their roles after graduation (Kenny, Zhang, Schwier, & Campbell, 2005). Other research …
Highjacking The Mooc: Reflections On Creating/Teaching An Art History Mooc, Parme Giuntini, Jean-Marie Venturini
Highjacking The Mooc: Reflections On Creating/Teaching An Art History Mooc, Parme Giuntini, Jean-Marie Venturini
Current Issues in Emerging eLearning
This article reflects on the experience of creating and launching a MOOC (Massive Open Online Course) at Otis College of Art and Design. The authors will discuss the development process from content, goals and production to curriculum design and pedagogy. Lessons learned and best practices will be shared as well as assessment of the MOOC’s success. Suggestions will be offered for faculty who are interested in adapting and adopting (hijacking) MOOCs in conjunction with credit courses in their own institutions, and addresses the very practical faculty concerns that MOOCs pose.
The Brief & Expansive History (And Future) Of The Mooc: Why Two Divergent Models Share The Same Name, Rolin Moe
The Brief & Expansive History (And Future) Of The Mooc: Why Two Divergent Models Share The Same Name, Rolin Moe
Current Issues in Emerging eLearning
Within popular media, the massive open online course (MOOC) is presented as a novel idea created by maverick professors and further developed with a goal to further democratize education on bases of quality and cost. The perception of this sequence of events as modular history has perpetuated a difficulty in developing MOOC-related research and critique within the fields of distance and online education. At the center of this struggle is the MOOC acronym: its initial development was in 2008, and its use today happens in opposition to the theoretical and pedagogical elements of the 2008 MOOC. This paper endeavors to …
Down The Rabbit Hole: An Initial Typology Of Issues Around The Development Of Moocs, Apostolos Koutropoulos, Panagiotis Zaharias
Down The Rabbit Hole: An Initial Typology Of Issues Around The Development Of Moocs, Apostolos Koutropoulos, Panagiotis Zaharias
Current Issues in Emerging eLearning
MOOCs have experienced an unprecedented explosion of publicity. This publicity indicates both optimism that they may be the panacea for whatever ails higher education, as well as caution and trepidation that this may in-fact be some sort of new fad in higher education. In this wave of optimism, and subsequent wave of pessimism, we believe that there is something good to examine about MOOCs and that they do hold potential for certain educational arenas. That said, we don’t want to blindly dive into the MOOC optimism camp. We have critically examined the literature, from both academic peer-reviewed and academic press …
The Techno-Pedagogical Pivot: Designing And Implementing A Digital Writing Tool, Justin Olmanson, Katrina Kennett, Bill Cope
The Techno-Pedagogical Pivot: Designing And Implementing A Digital Writing Tool, Justin Olmanson, Katrina Kennett, Bill Cope
Department of Teaching, Learning, and Teacher Education: Faculty Publications
In educational technology, the idea of innovation is usually tethered to contemporary technological inventions and emerging technologies. Yet, using long-known technologies in ways that are pedagogically or experientially new can reposition them as emerging educational technologies. In this study we explore how a subtle pivot in pedagogical thinking led to an innovative education technology. We describe the design and implementation of an online writing tool that scaffolds students in the evaluation of their own informational texts. We think about how pathways to innovation can emerge from pivots, namely a leveraging of longstanding practices in novel ways has the potential to …
Becoming Reflective: Designing For Reflection On Physical Performances, Tom Moher, Cynthia Carter Ching, Sara Schaefer, Victor R. Lee, Noel Enyedy, Joshua Danish, Paulo Guerra, Alessandro Gnoli, Priscilla Jimenez, Brenda Lopez-Silva, Leilah Lyons, Anthony Perritano, Brian Slattery, Mike Tissenbaum, James Slotta, Rebecca Cober, Cresencia Fong
Becoming Reflective: Designing For Reflection On Physical Performances, Tom Moher, Cynthia Carter Ching, Sara Schaefer, Victor R. Lee, Noel Enyedy, Joshua Danish, Paulo Guerra, Alessandro Gnoli, Priscilla Jimenez, Brenda Lopez-Silva, Leilah Lyons, Anthony Perritano, Brian Slattery, Mike Tissenbaum, James Slotta, Rebecca Cober, Cresencia Fong
Instructional Technology and Learning Sciences Faculty Publications
Learners’ physical performances can serve as focal objects for reflection and insight across a variety of contexts and content areas. This session brings together a set of projects that leverage the physical performances of learners, construct concrete and abstract representations of those performances, and investigate how learners reflect on and understand the relationships between their performances and target content—physics, health and fitness, data literacy and navigation, animal foraging, and climate change. The session will share findings and design principles from each of the studies around constructing technological scaffolds for physical performance reflections. The symposium highlights the various ways performance can …
A Theoretical Framework For Serious Game Design: Exploring Pedagogy, Play And Fidelity And Their Implications For The Design Process, Pauline Rooney
A Theoretical Framework For Serious Game Design: Exploring Pedagogy, Play And Fidelity And Their Implications For The Design Process, Pauline Rooney
Journal Articles
It is widely acknowledged that digital games can provide an engaging, motivating and “fun” experience for students. However an entertaining game does not necessarily constitute a meaningful, valuable learning experience. For this reason, experts espouse the importance of underpinning serious games with a sound theoretical framework which integrates and balances theories from two fields of practice: pedagogy and game design (Kiili, 2005; Seeney & Routledge, 2009). Additionally, with the advent of sophisticated, immersive technologies, and increasing interest in the opportunities for constructivist learning offered by these technologies, concepts of fidelity and its impact on student learning and engagement, have emerged …
Web Page Design - Student-Community Collaborations, George Kontos
Web Page Design - Student-Community Collaborations, George Kontos
University College 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.
"Blacks Deserve Bodies Too!" Design And Discussion About Diversity And Race In A Tween Virtual World, Y. B. Kafai, M. S. Cook, Deborah A. Fields
"Blacks Deserve Bodies Too!" Design And Discussion About Diversity And Race In A Tween Virtual World, Y. B. Kafai, M. S. Cook, Deborah A. Fields
Instructional Technology and Learning Sciences Faculty Publications
In this paper, we investigate racial diversity in avatar design and public discussions about race within a large-scale tween virtual world called Whyville.net, with more than 1.5 million registered players of ages 8—16. One unique feature of Whyville is the player’s ability to customize their avatars with various face parts and accessories, all designed and sold by other players in Whyville. Our findings report on the racial diversity of available resources for avatar construction and online postings about the role of race in avatar design and social interactions in the community. With the growing interest in player-generated content for online …
Benefits Of Continuing Professional Development In The Visual Communications Sector In Ireland, Con Kennedy
Benefits Of Continuing Professional Development In The Visual Communications Sector In Ireland, Con Kennedy
Other resources
This research is concerned with identifying the benefits of Continuous Professional Development for the Visual Communications sector in Ireland, with the aim of establishing what benefits exist for both the employee and employer. Research is undertaken to identify CPD programmes that currently exist in other industries in Ireland for the purpose of establishing commonalities and how this may apply to the Visual Communications sector. This is achieved through a combination of literature review, desk research, surveys of employees and employers in the Visual Communications sector and a number of semi-formal interviews with representatives from various industry sectors with established CPD …
Igniting And Nurturing The Next Generation Of Stem Talent, Innovation And Leadership, By Design, Stephanie Pace Marshall
Igniting And Nurturing The Next Generation Of Stem Talent, Innovation And Leadership, By Design, Stephanie Pace Marshall
Publications & Research
Regrettably, most American students experience STEM learning as an exclusive, individual, theoretical and “formulaic” enterprise. By decoupling STEM education from the human experience, we have distorted the essential nature of the scientific enterprise and advanced instrumentalist and utilitarian rationales for pursuing STEM careers—global economic superiority and technological competition.
What Do Students Gain From A Week At Science Camp? Youth Perceptions And The Design Of An Immersive Research-Oriented Astronomy Camp, Deborah A. Fields
What Do Students Gain From A Week At Science Camp? Youth Perceptions And The Design Of An Immersive Research-Oriented Astronomy Camp, Deborah A. Fields
Instructional Technology and Learning Sciences Faculty Publications
This study explored American high school students’ perceptions of the benefits of a summer astronomy camp, emphasizing a full cycle of the research process and how the organization of the camp contributed to those perceptions. Semi-structured interviews with students and staff were used to elicit the specific benefits that campers perceived from their experiences and examine them in relation to the stated goals and strategies of camp staff. Among the perceived benefits that students described were peer relationships, personal autonomy, positive relationships with staff, and deepened science knowledge. These perceived benefits appear to influence the kinds of identities students constructed …
Inst5245 - Interactive Multimedia Production, Summer, 2008, Andrew Walker
Inst5245 - Interactive Multimedia Production, Summer, 2008, Andrew Walker
Instructional Technology & Learning Sciences - OCW
This course uses Flash CS3 (Flash 9)/Actionscript 3.0. You may also be interested in INST 5270, which uses Flash 8/Actionscript 2.0.
This course familiarizes students with Macromedia Flash. Topics to be covered include fundamental programming concepts (variables, variable types, code re-use, commenting code, and basic control structures) in addition to the fundamentals of the flash environment (animation or “tweening”, vector graphics, use of sound and video). Students finishing this course will have at least one completed fully functional Flash project for their portfolios demonstrating a strong knowledge of the tool and a good foundation in the ActionScript language as the …
The Design And Use Of Simulation Computer Games In Education, Brett E. Shelton, David A. Wiley
The Design And Use Of Simulation Computer Games In Education, Brett E. Shelton, David A. Wiley
Instructional Technology and Learning Sciences Faculty Publications
This book, edited by Brett Shelton and David Wiley, is a view of models and simulations for education and research.
Table of Contents
1. In Praise of Epistemology - David Shaffer
2. Six Ideas in Search of a Discipline - Richard Van Eck
3. Building Bridges Between Serious Game Design and Instructional Design - Jamie Kirkley, Sonny Kirkley and Jerry Heneghan
4. Layered Design in an Instructional Simulation - Andrew S. Gibbons and Stefan Sommer
5. Designing Educational Games for Activity-Goal Alignment - Brett E. Shelton
6. "The Peripatos Could Not have Looked Like That," and Other Educational Outcomes From …
Preliminary Report To The Purdue Writing Lab: Assessing Usability Of The "New" Online Writing Lab (Owl) Design And Contents, Michael Salvo, H. Allen Brizee, Dana Lynn Driscoll, Morgan Sousa
Preliminary Report To The Purdue Writing Lab: Assessing Usability Of The "New" Online Writing Lab (Owl) Design And Contents, Michael Salvo, H. Allen Brizee, Dana Lynn Driscoll, Morgan Sousa
Purdue Writing Lab/Purdue OWL Research Reports
This report is submitted June 16, 2006 to the Purdue University Writing Lab, specifically to Linda Bergmann, Director; Tammy Conard-Salvo, Associate Director; and Karl Stolley, Lead Web Designer. Intended to inform the ongoing redesign of the Online Writing Lab (OWL), it is written to maintain the highest level of usability and user-centered design of a unique, globally-utilized information resource. This document is a preliminary report limited to initial findings from a five-step usability testing protocol conducted February 25 through March 3, 2006. This testing plan was submitted to Purdue’s Institutional Review Board’s Committee on the Use of Human Subjects (IRB) …
Owl Usability Report: Appendices, Michael Salvo, H. Allen Brizee, Dana Lynn Driscoll, Morgan Sousa
Owl Usability Report: Appendices, Michael Salvo, H. Allen Brizee, Dana Lynn Driscoll, Morgan Sousa
Purdue Writing Lab/Purdue OWL Research Reports
This document includes appendices to the OWL Usability Report and contains survey and testing instruments, testing scripts, and testing data. It also includes information about the Creative Commons licensing associated with the OWL Usability documents produced in 2006.
Purdue Online Writing Lab (Owl) Research Report, Michael Salvo, H. Allen Brizee, Dana Lynn Driscoll, Morgan Sousa
Purdue Online Writing Lab (Owl) Research Report, Michael Salvo, H. Allen Brizee, Dana Lynn Driscoll, Morgan Sousa
Purdue Writing Lab/Purdue OWL Research Reports
This report outlines the history of the Purdue Online Writing Lab (OWL) and details the OWL Usability Project through the summer of 2006. The paper also discusses test methodologies, describes test methods, provides participant demographics, and presents findings and recommendations of the tests. The purpose of this report is to provide researchers, administrators, and pedagogues interested in usability and Writing Labs access to information on the Purdue OWL Usability Project. We hope our findings—and this open source approach to our research—will contribute positively to the corpus on usability and Writing Lab studies.