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Physical Sciences and Mathematics Commons

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Full-Text Articles in Physical Sciences and Mathematics

Lightcraft Previzion In Distance Education, Perry L. Cox Dec 2016

Lightcraft Previzion In Distance Education, Perry L. Cox

Open Access Theses

Visual Effects has continued to progress at an astonishing rate and green screen technology can be seen in all aspects of the video industry from Hollywood blockbusters down to training videos and distance education.

As video technology has increased, so has the quality and capability of distance education. Purdue University has set itself to be at the forefront of distance education. This study looked to evaluate Purdue's investment in the Lightcraft Technology's Previzion system and its impact on distance education at Purdue. There were 65 initial participants and this study compared the impact of two separate videos on their learning. …


Students' Reasoning With Haptic Technologies: A Qualitative Study In The Electromagnetism Domain, Sadhana Balachandran Aug 2016

Students' Reasoning With Haptic Technologies: A Qualitative Study In The Electromagnetism Domain, Sadhana Balachandran

Open Access Theses

With abundant applications in the medical training and entertainment industry, haptic technology is slowly making its way into the realm of science education, particularly in conveying abstract and non-visible concepts. Electric field is one such abstract concept. Past studies have shown that learning concepts such as electric fields in a traditional classroom can be quite challenging since students have a hard time visualizing the phenomena and applying its effects to reason. Furthermore, these concepts are the building blocks for more complex concepts such as matter and molecular interactions. Visuo-haptic devices provide a great platform to enable students to visualize and …


A Usability Assessment For A Career Planning Educational Video Game, Jiaqi Wang Aug 2016

A Usability Assessment For A Career Planning Educational Video Game, Jiaqi Wang

Open Access Theses

This study focused on the design, implementation and usability assessment of an educational 2D iPad job matching game The Place You’ll Go (TPYG), which meant for matching student skill sets with career profiles. The development of the game is conducted in collaboration with Purdue University’s Krannert School of Management and Polytech Institute. A total of 7 subjects, as high school teachers, participated in the usability study. TPYG as one possible solution for job matching data visualization, did not provide players with a good experience. However, conclusions and findings can be used in similar education game development. Based on survey and …


Social Customer Relationship Management In Higher Education, Victorian A. Farnsworth Apr 2016

Social Customer Relationship Management In Higher Education, Victorian A. Farnsworth

Open Access Theses

Customer Relationship Management is a concept that has become a requirement for any successful entity to attract and retain desired constituents. It is a set of processes and tools that help track, analyze, and act upon customer related data. Over the last decade, the toolsets have evolved to include social media as another source of information and connection. Nowhere is this information and connection more important than in higher education where globalization and tighter budgets have created a competitive market. This research evaluated the use of this most recent social toolset and its effectiveness in a higher education institution, all …


Enhancing The Campus Experience: Helping International Students To Adapt To North American Campus Life, Qiaoying Wang Apr 2016

Enhancing The Campus Experience: Helping International Students To Adapt To North American Campus Life, Qiaoying Wang

Open Access Theses

This thesis investigates how culture adaption topic can be applied to a design solution by enhancing international students experience on North American campus. Each year more than half a million international students enroll in American colleges and universities. Many will spend several years on a campus working toward their degree. Most of them arrive with clear academic goals, but they may have no clue what their social lives will be like. In that case, a common phenomenon that most of the international students need to get along with is called “Culture Shock”, which involves culture and academic adapting difficulties, limited …


Impact Of A Visual Programming Experience On The Attitude Toward Programming Of Introductory Undergraduate Students, Saurabh Godbole Oct 2014

Impact Of A Visual Programming Experience On The Attitude Toward Programming Of Introductory Undergraduate Students, Saurabh Godbole

Open Access Theses

Traditionally, textual tools have been utilized to teach basic programming languages and paradigms. Research has shown that students tend to be visual learners. Using flowcharts, students can quickly understand the logic of their programs and visualize the flow of commands in the algorithm. Moreover, applying programming to physical systems through the use of a microcontroller to facilitate this type of learning can spark an interest in students to advance their programming knowledge to create novel applications. This study examined if freshmen college students' attitudes towards programming changed after completing a graphical programming lesson. Various attributes about students' attitudes were examined …


Evaluating Optimum Levels Of Detail For 3d Interactive Aviation Maintenance Instructions, Nicholas Rohe Oct 2014

Evaluating Optimum Levels Of Detail For 3d Interactive Aviation Maintenance Instructions, Nicholas Rohe

Open Access Theses

With the aviation industry shifting from paper based maintenance instructions to digital maintenance instructions, there needs to be a standard for what goes into creating the digital instructions. This study was done to determine what the optimum level of detail for 3D interactive aviation maintenance instructions. The definition of optimum for this study was: lowest amount of geometrical data with lowest rendering needed for comprehension and ease of use.


Online Simulations For Conceptual Understanding Of Thermoelectric Devices, Maria De Rosario Uribe Oct 2014

Online Simulations For Conceptual Understanding Of Thermoelectric Devices, Maria De Rosario Uribe

Open Access Theses

Computer simulations have been extensively used with educational purposes. However, the successful implementation in order to improve learning has been a matter of debate in research in education. The purpose of this case study is to analyze how a set of computer simulations can improve student understanding of thermoelectric devices. The study was developed in a learning context characterized by the advanced degree of difficulty of the topics treated, the high academic level of education of the students, and the online nature of the learning environment. As part of the course, students were provided with instructional materials that guided the …


The Indiana Cybersecurity Services Center (Incsc): A Cost-Benefit Analysis For K-12 Schools, Hans Christian Vargas Silva Oct 2014

The Indiana Cybersecurity Services Center (Incsc): A Cost-Benefit Analysis For K-12 Schools, Hans Christian Vargas Silva

Open Access Theses

The aim of this thesis is to determine if there are greater benefits than costs associated in the participation of public K-12 school corporations in the Indiana Cybersecurity Services Center (INCSC). This thesis is an ex-antecost-benefit analysis policy assessment of the INCSC. The study consisted of a sample of 6 school corporations from which 5 were classified as small and 1 was large. Three methods were considered for data collection; however conducting interviews was the most effective method due to the interaction with IT personnel from each organization in order to analyze current costs related to 4 areas of …


Emotion Capture: Emotion Mimicry Using Facial Motion Capture, Thomas Emmauel Haley-Hermiz Apr 2014

Emotion Capture: Emotion Mimicry Using Facial Motion Capture, Thomas Emmauel Haley-Hermiz

Open Access Theses

This study explored the application of facial motion capture to Autism Spectrum Disorder therapy. The FaceShift technology was utilized in a behavior change intervention for children with ASD. The intervention focused on using facial expressions to display emotions.

The results of the study exhibit that all students involved achieved a higher percent in both facial expressions attempted and successfully demonstrated in intervention over baseline. However, this increase was not maintained in generalization. Without a successful generalization the intervention would not be recommended in its current framework. Recommendations for further research are provided.


A Computer-Based Approach For Identifying Student Conceptual Change, Junchao Yan Apr 2014

A Computer-Based Approach For Identifying Student Conceptual Change, Junchao Yan

Open Access Theses

Misconceptions are commonly encountered in many areas of science and engineering where a to-be-learned concept conflicts with prior knowledge. Conceptual change is an approach for identifying and repairing the misconceptions. One of the ways to promote student conceptual change is providing students with ontological schema training. However, assessment of conceptual change relies on qualitative analysis of student responses. With the exponential growth of qualitative data in the form of graphical representations or written responses, the process of data analysis relying on human experts has become time-consuming and costly. This study took the advantages of natural language processing and machine learning …


Usability Testing Of The M.A.E.G.U.S. Serious Game, James He Apr 2014

Usability Testing Of The M.A.E.G.U.S. Serious Game, James He

Open Access Theses

Interpreting raw data in serious games and simulations can be a time consuming and uninteresting task without visualizations. This study proposes one possible solution for an interface that incorporates data visualizations for Whittinghill and Nataraja's (2013) MAEGUS simulation, a serious game used to increase the retention of wind energy and solar energy concepts in students, while still being fun. After the interface was designed and developed, a think aloud usability test was conducted to answer the following research questions: how do students use a series of information visualizations to operate a multi-variate game-based simulation and what are some the usability …


M.A.E.G.U.S: Measuring Alternate Energy Generation Via Unity Simulation, Kavin Muhilan Nataraja Apr 2014

M.A.E.G.U.S: Measuring Alternate Energy Generation Via Unity Simulation, Kavin Muhilan Nataraja

Open Access Theses

This paper presents the MAEGUS serious game and a study to determine its efficacy as a pedagogical tool. The MAEGUS serious game teaches sustainable energy concepts through gameplay simulating wind turbines and solar arrays. Players take the role of an energy manager for a city and use realistic data and information visualizations to learn the physical factors of wind and solar energy generation. The MAEGUS serious game study compares game assisted learning to a more traditional teaching method such as reading material in a crossover study, the results of which can inform future serious game development for educational purposes.


Integrating The Sap Software Into The Manufacturing Engineering Curriculum, Lin Qian Jan 2013

Integrating The Sap Software Into The Manufacturing Engineering Curriculum, Lin Qian

Open Access Theses

The concept of Enterprise Resource Planning (ERP) was developed to integrate data efficiently and eliminate redundancy within organizations. Worldwide industries rely on ERP systems to keep a competitive advantage in world market place. Besides, cross-functional knowledge is required in industry. It is critical that schools integrate ERP concepts and methods in to academic curricula for Technology and Engineering School.

This thesis examined the effectiveness of a simulation game as a method for teaching for ERP systems in Technology and Engineering. The quasi-experimental design was used in this study to determine if the SAP simulation game had an impact on students' …


Sustainable Systems Thinking In Communication Design Education, Yvette M. Perullo Jan 2013

Sustainable Systems Thinking In Communication Design Education, Yvette M. Perullo

Open Access Theses

Design ingenuity and sustainability can, and should, work together. Designers have an ethical responsibility to provide ideas that do no harm, and better yet, create positive solutions that nourish the environment, social and cultural structures, and the economy. This approach, referred to as sustainable systems thinking--in contrast to more common design approaches--looks at a problem as an integrated component of an entire network. Sustainable systems thinking helps designers, clients, and consumers to consider who or what is connected to the design outcome, where the project will have positive and negative ecological, financial, cultural or social impacts, and make the entire …