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- Title
- EFFECTS OF A COMPUTER GAME ON MATHEMATICS ACHIEVEMENT AND CLASS MOTIVATION: AN EXPERIMENTAL STUDY.
- Creator
-
kebritchi, Mansureh, Hirumi, Atsusi, University of Central Florida
- Abstract / Description
-
In the last few years educational computer games have gained attention as a tool for facilitating learning in different sectors of society including but not limited to military, health, and education. However, advances in computer game technology continue to outpace research on its effectiveness. Few empirical studies have investigated the effects of educational games in the context of formal K-12 settings. The purpose of this study was to examine the effects of a series of mathematics...
Show moreIn the last few years educational computer games have gained attention as a tool for facilitating learning in different sectors of society including but not limited to military, health, and education. However, advances in computer game technology continue to outpace research on its effectiveness. Few empirical studies have investigated the effects of educational games in the context of formal K-12 settings. The purpose of this study was to examine the effects of a series of mathematics computer games on mathematics achievement and motivation of high school students. In addition, the role of prior mathematics knowledge, computer skill, and English language skill of the participants on their mathematics achievement and motivation when they played the games were investigated. A total of 193 students and 10 teachers from an urban high school in the southeast of the United States of the America participated in this study. The teachers were randomly assigned to treatment and control groups. Students' mathematics achievement was measured using school district benchmark exams and a game performance test generated by the developers of the mathematics games. A mathematics motivation questionnaire based on Keller's (1987a) ARCS model of motivational design measured students' mathematics motivation. Multivariate Analysis of Co-Variance (MANCOVA) was conducted to analyze the data. In addition, interviews were conducted to cross validate the results of the quantitative data. The MANCOVA results indicated significant improvement of the mathematics achievement of the experimental versus control group. No significant improvement was found in the motivation of the experimental versus control group. However, a significant improvement was found on the motivation scores of the students who played the games in their school lab and classrooms compared to the ones who played the games only in the school labs. In addition, the findings indicated that prior mathematics knowledge, computer skill and English language skill did not play significant roles in achievement and motivation of the experimental group. Teachers' interviews revealed that these individual differences had indeed played significant roles in game-playing at the beginning of using the games, but the impacts gradually diminished as the students gained the required game-playing skills. The overall results indicated that the mathematics games used in this study were effective teaching and learning tools to improve the mathematics skills of the students. Using the games in mathematics education was suggested by the teachers as an appropriate alternative way of teaching, as one of the teachers stated: "This is definitely the way that we have to go to teach mathematics in the future." Mathematics games should be integrated with classroom activities if teachers want to increase mathematics class motivation. Teachers' helps and supports are vital in using the games effectively in a population with different prior mathematics knowledge, computer skills, and English language skills.
Show less - Date Issued
- 2008
- Identifier
- CFE0002066, ucf:47577
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0002066
- Title
- INVESTIGATING THE EFFECTS OF SIMULATION ON TRANSFER IN A HIGH RISK CONFRONTATIONAL SETTING.
- Creator
-
Kinsell, Carolyn, Hirumi, Atsusi, University of Central Florida
- Abstract / Description
-
Individuals, who work in high risk confrontational (HRC) settings in which a conflict exists, experience high-stress levels in their jobs and are known to have a high level of decreased performance and decreased survival. Individuals being trained to handle such conflicts should be trained effectively to accomplish the ultimate objective, staying alive. The problem is the lack of research and program evaluations examining effectiveness of training simulations in the transfer of skills under...
Show moreIndividuals, who work in high risk confrontational (HRC) settings in which a conflict exists, experience high-stress levels in their jobs and are known to have a high level of decreased performance and decreased survival. Individuals being trained to handle such conflicts should be trained effectively to accomplish the ultimate objective, staying alive. The problem is the lack of research and program evaluations examining effectiveness of training simulations in the transfer of skills under HRC settings. The purpose of my study was to test if the skill of target acquisition could be effectively transferred to a real environment (RE) after exposure within a virtual environment (VE). Ackerman's (1988) Theory of Ability Determinants of Skill Acquisition supports the progression participants advance through in the transfer of learning. A randomized posttest only comparison group design was used. The population involved 24 novice paintball players. Participants were randomly assigned to a simulation treatment or a non-simulation comparison application. Two days after receiving the intervention, participants engaged in live practice sessions (game 1 and game 2) in a RE where target acquisition skills were measured. Evidence suggests significant differences were found between novice players in the type of intervention received and the number of targets acquired in a RE, whereas, no significant change in scores was found between practice sessions, and no interaction was found between intervention received and practice. Recommendations for replicating studies include: (a) focusing on the manipulation of specific variables within the training context, (b) using different live environments, (c) examining factors that influence teaming and strategy formation, and (d) combining experts and novice players for a closer representation of a population in an HRC setting.
Show less - Date Issued
- 2008
- Identifier
- CFE0002083, ucf:47573
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0002083
- Title
- THE EFFECT OF COGNITIVE AGING ON MULTIMEDIA LEARNING.
- Creator
-
DaCosta, Boaventura, Hirumi, Atsusi, University of Central Florida
- Abstract / Description
-
If not designed in consideration to the workings of the human mind, multimedia learning environments can impose too high a demand on working memory. While such high cognitive load presents challenges for learners of all ages, older learners may be particularly affected as research on cognitive aging has shown the efficiency of working memory declines with age. Research has suggested that cognitive load theory (CLT) and the cognitive theory of multimedia learning (CTML) are likely to...
Show moreIf not designed in consideration to the workings of the human mind, multimedia learning environments can impose too high a demand on working memory. While such high cognitive load presents challenges for learners of all ages, older learners may be particularly affected as research on cognitive aging has shown the efficiency of working memory declines with age. Research has suggested that cognitive load theory (CLT) and the cognitive theory of multimedia learning (CTML) are likely to accommodate the cognitive needs of older learners; however, few of the principles emerging from these theories have been examined in the context of cognitive aging. The abundance of studies has focused on younger learners, prompting the need for further research of CLT and CTML principles with regard to age. This study contributes to the body of research on the cognitive aging principle by extending research on the modality effect with middle-aged learners. Ninety-two participants ranging in age from 30 to 59 were exposed to multimedia learning treatments presented as animation with concurrent narration and animation with concurrent text, followed by retention, concept, and transfer tests of multimedia learning. Demographic and descriptive statistics were performed along with a multivariate analysis of variance. The findings did not show a modality effect with middle-aged learners; however, results need to be interpreted with care as possible explanations may entail other causes for the lack of a modality effect other than age.
Show less - Date Issued
- 2008
- Identifier
- CFE0002033, ucf:47587
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0002033
- Title
- EXAMINING INSTANT MESSAGING IMPACT ON LEARNING USING AN INTEGRATED WORKED-EXAMPLE FORMAT.
- Creator
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Nasah, Angelique, Hirumi, Atsusi, University of Central Florida
- Abstract / Description
-
Instant messaging with Internet-based software is a ubiquitous form of communication in industrialized nations. In fact, many educators are observing that students engage with instant messaging while simultaneously engaged in academic activity. Though this type of multitasking is pervasive, educational researchers have not examined how the practice of instant messaging impacts learning outcomes. This dissertation describes the background, empirical and theoretical foundations, methods and...
Show moreInstant messaging with Internet-based software is a ubiquitous form of communication in industrialized nations. In fact, many educators are observing that students engage with instant messaging while simultaneously engaged in academic activity. Though this type of multitasking is pervasive, educational researchers have not examined how the practice of instant messaging impacts learning outcomes. This dissertation describes the background, empirical and theoretical foundations, methods and results of a study examining the impact of instant messaging activity on learning, where instant messaging and learning are simultaneous activities. The question posed is grounded in the related areas of instant messaging practices, the Generation M profile, Cognitive Load Theory, and integration of instant messaging in K-16 classrooms. This work presents empirical evidence pointing out the necessity of conducting empirical study regarding how instant messaging activity might impact learning. Quantitative methods used to conduct the study are presented including data collection instruments. The results of the study are discussed in broad terms related to Generation M and Cognitive Load Theory. Methodological limitations related to practice opportunities for the research sample as well as the performance measure used are detailed. In addition, implications of the results in relationship to those teaching members of Generation M in K-16 classrooms as well as those designing instruction for this population are discussed. The discussion concludes with recommendations for further research in this area.
Show less - Date Issued
- 2008
- Identifier
- CFE0002113, ucf:47540
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0002113
- Title
- THE EFFECTS OF PRIOR KNOWLEDGE ACTIVATION ON LEARNER RETENTION OF NEW CONCEPTS IN LEARNING OBJECTS.
- Creator
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Henderson, Kelsey, Hirumi, Atsusi, University of Central Florida
- Abstract / Description
-
Establishing relationships between a learner's prior knowledge and any new concepts he or she will be expected to learn is an important instructional activity. Learning objects are often devoid of such activities in an attempt to maintain their conciseness and reusability in a variety of instructional contexts. The purpose of this study was to examine the efficacy of using questioning as a prior knowledge activation strategy in learning objects. Previous research on the use prior...
Show moreEstablishing relationships between a learner's prior knowledge and any new concepts he or she will be expected to learn is an important instructional activity. Learning objects are often devoid of such activities in an attempt to maintain their conciseness and reusability in a variety of instructional contexts. The purpose of this study was to examine the efficacy of using questioning as a prior knowledge activation strategy in learning objects. Previous research on the use prior knowledge activation strategies supports their effectiveness in helping to improve learner retention. Approaches such as questioning, advance organizers, and group discussions are examples of techniques used in previous studies. Participants enrolled in a Navy engineering curriculum were randomly assigned to two groups (experimental and comparison). The experimental group was exposed to a prior knowledge activation component at the start of session I, while the comparison group received no treatment. Participants in both groups were tested at three different times during the course of the study the pretest, at the start of session 1, posttest I, at the conclusion of session1, and posttest II, during session 2. The findings indicate that the prior knowledge activation strategy did not result in statistically significant differences between the levels of retention gained by the experimental and comparison groups. Due to administrative constraints experienced during the course of the study, statistical power was not achieved due to an insufficiently sized sample. Potential limitations and implications for future research directions are described.
Show less - Date Issued
- 2007
- Identifier
- CFE0001739, ucf:47307
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0001739
- Title
- EFFECTS OF ADVANCE ORGANIZERS ON LEARNING AND RETENTION FROM A FULLY WEB-BASED CLASS.
- Creator
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Chen, Baiyun, Hirumi, Atsusi, University of Central Florida
- Abstract / Description
-
The purpose of this study is to investigate the short-term and long-term effects of two kinds of advance organizers (AOs), a visual concept map and a text outline. The AOs were administered in a fully Web-based course in health care ethics. The outcome measures are students' knowledge acquisition and application in two posttests. This study was conducted through a post-test only control group design with a random assignment. The population of the study involved 166 college students who...
Show moreThe purpose of this study is to investigate the short-term and long-term effects of two kinds of advance organizers (AOs), a visual concept map and a text outline. The AOs were administered in a fully Web-based course in health care ethics. The outcome measures are students' knowledge acquisition and application in two posttests. This study was conducted through a post-test only control group design with a random assignment. The population of the study involved 166 college students who participated in this online class in their junior or senior year. The voluntary research participants were randomly assigned into the two treatment groups and one control group. The treatment of AO was administered as an integral part of a one-week-long online module on the topic of patient-physician relationships. Students of the two treatment groups were presented with one of the two AOs, while the control group was instructed to proceed to textbook reading without an AO. Then, students were tested on the subject matter with two parallel posttests. Both posttests were composed of a multiple-choice question quiz and a set of scenario-based essay questions. The students took posttest I at the end of the instructional week, and posttest II four weeks after. A survey and interviews were also conducted to supplement the quantitative results with contextual information. The findings do not demonstrate a statistically significant AO effect among the treatment groups and the control group. However, in agreement with the previous research, this study shows a positive but inconclusive benefit of using AOs for students' short-term knowledge acquisition. The students using a concept map consistently obtained higher learning achievements than individuals using a text outline. More importantly, this study reiterated the proposition that students of lower-learning abilities benefit more from using an AO for online learning than those of higher-learning abilities. The current study extends our knowledge on the use of AOs in fully Web-based educational environments. The results indicated that although AOs more often than not have small facilitative effects for learners, they are not equally effective for all learners in all learning situations. The incorporation of the instructional strategies, such as AOs, in Web-based courses and programs might benefit online learners, especially those students of lower verbal and analytical abilities, or of lower prior knowledge of the material-to-be-learned.
Show less - Date Issued
- 2007
- Identifier
- CFE0001556, ucf:47137
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0001556
- Title
- INVESTIGATING THE EFFECTIVENESS OF REDUNDANT TEXT AND ANIMATION IN MULTIMEDIA LEARNING ENVIRONMENTS.
- Creator
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Chu, Shiau-Lung, Hirumi, Atsusi, University of Central Florida
- Abstract / Description
-
In multimedia learning environments, research suggests that simultaneous presentation of redundant text (i.e. identical narration and on-screen text) may inhibit learning when presented with animation at the same time. However, related studies are limited to testing with cause-and-effects content information (e.g., Moreno & Mayer, 1999, 2002). This study examined the effects of redundant text on learners' memory achievement and problem solving ability. The study replicated and extended prior...
Show moreIn multimedia learning environments, research suggests that simultaneous presentation of redundant text (i.e. identical narration and on-screen text) may inhibit learning when presented with animation at the same time. However, related studies are limited to testing with cause-and-effects content information (e.g., Moreno & Mayer, 1999, 2002). This study examined the effects of redundant text on learners' memory achievement and problem solving ability. The study replicated and extended prior research by using descriptive, rather than cause-and-effect content information. The primary research questions were (a) does redundant text improve learning performance if learners are presented with instructional material that addresses subject matter other than cause-and-effect relationship? and (b) does sequential presentation of animation followed by redundant text help learning? To answer the research questions, five hypotheses were tested with a sample of 224 Taiwanese students enrolled in a college level Management Information System (MIS) courses at a management college in southern Taiwan. Statistically significant differences were found in memory achievement and problem solving test scores between simultaneous and sequential groups; while no statistically significant differences were found in memory achievement and problem solving test scores between verbal redundant and non-redundant groups. These results were supported by interviewees expressing difficulty in connecting animation and verbal explanation in the two sequential presentation groups. The interview responses also helped to explain why insignificant results were obtained when redundant and non-redundant verbal explanations with animation were presented simultaneously. In general, the results support previous research on the contiguity principle, suggesting that sequential presentations may lead to lower learning performance when animation and verbal explanation are closely related. The separation of the two types of information may increase cognitive load. In addition, the study found that impairment of redundant text was also affected by various learning characteristics, such as the structure of the instructional content and learners previous learning experiences. Recommendations for future study include: (a) research on various situations such as characteristics of the content, characteristics of learners, and difficulty of the instructional material that influences the effects of redundant text, and (b) research on prior learning experience that influences the effects of simultaneous redundant text presentations.
Show less - Date Issued
- 2006
- Identifier
- CFE0000934, ucf:46723
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0000934
- Title
- PERFORMANCE SUPPORT AND USABILITY:AN EXPERIMENTAL STUDY OFELECTRONIC PERFORMANCE SUPPORT INTERFACES.
- Creator
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Rawls, Charles, Hirumi, Atsusi, University of Central Florida
- Abstract / Description
-
This study evaluated the usability of two types of performance-support interfaces that were designed using informational and experiential approaches. The experiment sought to determine whether there is a relationship between usability and the informational and experiential approaches. The general population under study was undergraduate education major students from the University of Central Florida. From the general population of three educational technology instructor-led classes, 83...
Show moreThis study evaluated the usability of two types of performance-support interfaces that were designed using informational and experiential approaches. The experiment sought to determine whether there is a relationship between usability and the informational and experiential approaches. The general population under study was undergraduate education major students from the University of Central Florida. From the general population of three educational technology instructor-led classes, 83 students were solicited to participate in the study by completing a class activity. From the general population, a total of 63 students participated in the study. By participating in the study, the students completed a task and a questionnaire. Students were predominantly English-speaking Caucasian female education majors between the ages of 19 and 20; most of them were sophomores or juniors working part time. They possessed moderately low to high computer skills and most considered themselves to have intermediate or expert Internet skills. An experimental posttest-only comparison group research design was used to test the hypotheses posited for this study. The participants were randomly assigned to either the informational interface group (X1) or the experiential interface group (X2), and the experiment was conducted electronically via a Web-based Content Management System (CMS). The observed data consisted of five outcome measures: efficiency, errors, intuitiveness, satisfaction, and student performance. Two instruments--a checklist and an online usability questionnaire--were used to measure the five dependent variables: efficiency, intuitiveness, errors, satisfaction, and student performance. The CMS was used as the vehicle to distribute and randomize the two interfaces, obtain informed consent, distribute the instructions, distribute the online questionnaire, and collect data. First, a checklist was used to assess the students' performance completing their task, which was a copyright issue request letter. The checklist was designed as a performance criterion tool for the researcher, instructor, and participants to use. The researcher and instructor constructed the checklist to grade copyright request letters and determine students' performance. The participants had the opportunity to use the checklist as a performance criterion to create the task document (copyright request letter). The checklist consisted of ten basic yet critical sections of a successful copyright request letter. Second, an online usability questionnaire was constructed based on the Purdue Usability Testing Questionnaire (PUTQ) questions to measure interface efficiency, intuitiveness, errors, and satisfaction. While these test items have been deemed important for testing the usability of a particular system, for purposes of this study, test items were modified, deleted, and added to ensure content validity. The new survey, University of Central Florida Usability Questionnaire (UCFUQ), consisting of 20 items, was implemented in a pilot study to ensure reliability and content validity. Changes to the PUTQ were modified to fulfill a blueprint. A pilot study of the instrument yielded a reliability coefficient of .9450, and the final online usability instrument yielded a reliability coefficient of .9321. This study tested two approaches to user interface design for the Electronic Performance Support (EPS) using two HTML interface templates and the information from an existing training module. There were two interventions consisting of two interface types: informational and experiential. The SPSS Graduate Pack 10.0 for Windows was used for data analysis and statistical reporting in this study. A t test was conducted to determine if a difference existed between the two interface means. ANOVA was conducted to determine if there was an interaction between the interface group means and the demographic data factored among the five dependent variables. Results of this study indicated that students at the University of Central Florida reported no differences between the two interface types. It was postulated that the informational interface would yield a higher mean score because of its implementation of HCI guidelines, conventions, and standards. However, it was concluded that the informational interface may not be a more usable interface. Users may be as inclined to use the experiential interface as the informational interface.
Show less - Date Issued
- 2005
- Identifier
- CFE0000807, ucf:46678
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0000807
- Title
- GO WITH THE FLOW: EXAMINING THE EFFECTS OF ENGAGEMENT USING FLOW THEORY AND IT'S RELATIONSHIP TO ACHIEVEMENT AND PERFORMANCE IN THE 3-DIMENSIONAL VIRTUAL LEARNING ENVIRONMENT OF SECOND LIFE.
- Creator
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Cooper, Karen, Hirumi, Atsusi, University of Central Florida
- Abstract / Description
-
Virtual Worlds have become an attractive platform for work, play, and learning. Businesses, including the public sector and academia, are increasingly investing their time, money, and attention to understanding the value of virtual worlds as a productivity tool. For example, educators are leading the way with research in Second Life, one of the more popular virtual worlds, as a potentially powerful medium for creating and delivering instruction. Still, little is empirically known about the...
Show moreVirtual Worlds have become an attractive platform for work, play, and learning. Businesses, including the public sector and academia, are increasingly investing their time, money, and attention to understanding the value of virtual worlds as a productivity tool. For example, educators are leading the way with research in Second Life, one of the more popular virtual worlds, as a potentially powerful medium for creating and delivering instruction. Still, little is empirically known about the value of virtual worlds as viable learning platforms. This study examined the instructional potential of Second Life for creating engaging activities, and to investigate the relationship between Second Life and learning in educational settings. It was hypothesized that a positive relationship exists between a learner's level of engagement and achievement. Achievement was assessed as a learner's level of recognition and recall of factual content. It was also hypothesized that a positive relationship exists between a learner's level of engagement and their performance. Performance was assessed as a learner's level of participation, initiative and effort. Additionally, exploratory research was conducted to examine the factors that contributed to both performance and engagement. Lastly, the relationship between other demographic factors of age, Second Life skill level, and ethnicity, with engagement was explored. This research used an empirically tested unit of web-based instructional framework known as a WebQuest. A 3D version, named VWQuest, was created in Second Life. One hundred volunteers completed participation. Using role play, participants participated in a quest for information. While exploring, participants were asked to take photos as evidence of their experiences. Upon completion, they took a knowledge check multiple-choice quiz, and a survey which measured their perceived level of engagement during the activity. iii Regression analysis indicated no positive correlation between a participant's level of engagement and his or her achievement. However, a positive correlation was found between participants' level of engagement and their performance. Second Life skill level was significantly correlated to performance, and engagement was found to be a mediator between skill level and performance. Most significantly and unexpectedly, participants' performance varied so greatly, the performance rubric was revised four times before it comprehensively captured the diverse range of performances. This evidence suggests that open-ended and creative opportunities to perform yield levels of creativity, engagement, and innovation within immersive platforms, unexpected and far beyond that of traditional instructional settings. Investigating flow dimensions, engagement elements of user control and loss of time were found to be the most significant contributors to performance, and accounted for the greatest amount of variance in explaining performance. Confirmatory factor analysis showed that the flow factors of defined goals and feedback loaded the highest, suggesting a strong relationship between the two factors. Demographic analysis revealed no significant mean difference between gender and engagement, or between age and engagement. The majority of participants were between 40 and 50 and was instructors or educators, not students. For those interested in understanding appropriate and effective instruction in complex, immersive environments, this study brings together new important implications for all of them. Instructional designers may benefit from these findings in their creation of instructional content; instructors may benefit in their curriculum design and teaching methods; and researchers may understand specific facets with instructional potential engagement factors, technologies, and instructional frameworks worthy of further investigation.
Show less - Date Issued
- 2009
- Identifier
- CFE0002877, ucf:48019
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0002877
- Title
- PREDICTING THE PERFORMANCE OF INTERPRETING INSTRUCTION BASED ON DIGITAL PROPENSITY INDEX SCORE IN TEXT AND GRAPHIC FORMATS.
- Creator
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Norman, David, Hirumi, Atsusi, University of Central Florida
- Abstract / Description
-
Practitioners have proposed that Digital Natives prefer graphics while Digital Immigrants prefer text. While Instructional Design has been extensively studied and researched, the impact of the graphical emphasis in instructional designs as it relates to digital propensity has not been widely explored. Specifically, this study examined the performance of students when presented with text-only and graphic-only instructional formats. The purpose of this study was to test the relationship between...
Show morePractitioners have proposed that Digital Natives prefer graphics while Digital Immigrants prefer text. While Instructional Design has been extensively studied and researched, the impact of the graphical emphasis in instructional designs as it relates to digital propensity has not been widely explored. Specifically, this study examined the performance of students when presented with text-only and graphic-only instructional formats. The purpose of this study was to test the relationship between Digital Propensity Index scores of individuals and their performance when interpreting online instruction. A sample of students from the population of a large metropolitan university received the Digital Propensity Index questionnaire, which is a measure of an individual's time spent interacting with digital media. Each student was randomly assigned varying formats of a computer-based instructional unit via a public survey. The instructional unit consisted of the DPI questionnaire and six tasks related to the Central Florida commuter rail system. Participants were asked to answer the DPI questionnaire on a website by clicking on a link in an emailed invitation. Following the DPI questionnaire, participants were randomly assigned to one of two groups. Group One saw three instructional tasks shown in text and shuffled in random order. Each task was displayed on its own webpage. By submitting an answer to the task, the group progressed through the website to the next task. Group Two saw graphic tasks first, again, shuffled in random order. After the first three tasks, the groups swapped instructional formats to view the opposing group's initial questions. Participants were timed on how many seconds they spent reviewing each task. Each task had an assessment question to evaluate the learning outcomes of the instructional unit. Finally, the DPI score of the participant was matched with the time spent viewing each presentation format. The findings indicate that DPI score had a statistically significant prediction of time spent navigating each type of instruction. Though the link between DPI score and time spent navigating instruction was statistically significant, the actual measurable time difference between navigating text and graphic formats was only a fraction of a second for each increment in DPI score. Limitations and potential future research related to the study are discussed as well.
Show less - Date Issued
- 2008
- Identifier
- CFE0002234, ucf:47896
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0002234
- Title
- Investigating the Effectiveness of Using Part-Task or Whole-Task Training Methods to Facilitate Mindful Abstraction in Uncertain Tasks.
- Creator
-
Killilea, John, Martin, Glenn, Sims, Valerie, Hirumi, Atsusi, Schatz, Sarah, University of Central Florida
- Abstract / Description
-
As the global landscape changes and powers rise and fall, the Contested, Degraded, and Operationally Limited (CDO) environment is likely to be the new normal going forward. Uncertainty variables, such as missing, false, or extra information characterize the CDO environment. A key focus of this dissertation is optimizing training for recognizing these uncertainty variables when training time is limited. This was investigated by either exposing participants to multiple uncertainty variables at...
Show moreAs the global landscape changes and powers rise and fall, the Contested, Degraded, and Operationally Limited (CDO) environment is likely to be the new normal going forward. Uncertainty variables, such as missing, false, or extra information characterize the CDO environment. A key focus of this dissertation is optimizing training for recognizing these uncertainty variables when training time is limited. This was investigated by either exposing participants to multiple uncertainty variables at a time with low doses of each (whole-task training), by exposing singular variables at a time with high doses (part-task training) or using no variables throughout training (control). A key motivator behind this research was Cognitive Load Theory, as mindful abstraction can only occur if there are cognitive resources to spare. Dependent variables, such as time to complete, number correct, task workload, and uncertainty variables identified, were collected.The results revealed that on the transfer task, the part-task condition recorded a significantly lower workload score than the whole-task (and control) condition, while the condition's workload scores were consistent across all training and transfer tasks. In contrast, the control and whole-task condition experienced significant increases in workload during the transfer task. Additionally, the part-task condition participants were able to significantly identify more uncertainty variables on the final task than the whole-task condition and control condition. The part-task condition found the transfer task to be the (")easiest(") in terms of workload, and as there is more opportunity for mindful abstraction if there are more cognitive resources available, it can be stated that based on these results, the part-task training schedule facilitated mindful abstraction more than the other two training schedules. As this was a limited, abstracted, and laboratory experiment, future work should apply the same methodology to applied tasks in a controlled environment to gauge further usefulness of this research.
Show less - Date Issued
- 2018
- Identifier
- CFE0007339, ucf:52119
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007339
- Title
- Investigating gender differences in student preferences for and achievement with educational games.
- Creator
-
Regan, Damon, Hirumi, Atsusi, Atkinson, Thomas, Robinson, Edward, Witta, Eleanor, University of Central Florida
- Abstract / Description
-
The purpose of this study was to investigate the choice behavior and achievement of male and female high school students who are given an option of taking a 36 week American History course in either a game-based format or a web-based format. It was hypothesized that (a) males would enroll more frequently in the game-based course than females, (b) there would be no significant difference in achievement between males and females in the game-based course or across course formats, and (c) there...
Show moreThe purpose of this study was to investigate the choice behavior and achievement of male and female high school students who are given an option of taking a 36 week American History course in either a game-based format or a web-based format. It was hypothesized that (a) males would enroll more frequently in the game-based course than females, (b) there would be no significant difference in achievement between males and females in the game-based course or across course formats, and (c) there would be no significant interaction between gender and the selection of course format.The study consisted of a sample of 7,962 11th grade students who enrolled in American History during the 2009/2010 school year at the Florida Virtual School (FLVS). Students planning to take 11th grade American History at FLVS were given the choice of enrolling in a game-based class format or a standard web-based online class format. A chi-square test of independence was used to analyze enrollment rates. An independent t test was used to analyze achievement based on gender in the game-based course. A two-way factorial analysis of variance (ANOVA) was used to analyze achievement data based on gender across course formats, enrollment, and the interaction of gender and enrollment.The chi-square results indicated that there is a relationship between gender and enrollment. Males chose to enroll in the game-based format of the course more frequently than females and females chose to enroll in the web-based format of the course more frequently than males. The independent t test results indicated that there is no significant difference in achievement based on gender in the game-based course. The ANOVA results indicated that there are significant differences in achievement based on gender as well as enrollment, but there are no significant differences in achievement based on the interaction of gender and enrollment. Implications for researchers, teachers, administrators, game developers, and funders are provided.
Show less - Date Issued
- 2012
- Identifier
- CFE0004235, ucf:49519
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0004235
- Title
- EDUCATIONAL VIDEO GAME EFFECTS UPON MATHEMATICS ACHIEVEMENT AND MOTIVATION SCORES: AN EXPERIMENTAL STUDY EXAMINING DIFFERENCES BETWEEN THE SEXES.
- Creator
-
Kappers, Wendi, Hirumi (Co-Chair: Witta), Atsusi (Co-Chair: Lea), University of Central Florida
- Abstract / Description
-
An experimental research study using a mixed-method analysis to was conducted to examine educational video game effects on mathematics achievement and motivation between sexes. This study examined sex difference in a 7th grade mathematics (Mathematics 2/Mathematics 2 Advanced) classroom (n=60) learning algebra. Attributes and barriers relating to educational video game play, preference, and setting characteristics were explored. To examine achievement and motivation outcomes, a repeated...
Show moreAn experimental research study using a mixed-method analysis to was conducted to examine educational video game effects on mathematics achievement and motivation between sexes. This study examined sex difference in a 7th grade mathematics (Mathematics 2/Mathematics 2 Advanced) classroom (n=60) learning algebra. Attributes and barriers relating to educational video game play, preference, and setting characteristics were explored. To examine achievement and motivation outcomes, a repeated-measure (SPSS v14) test was used. The analysis included ethnographic results from both student and teacher interview and observation sessions for data triangulation. Results revealed a statistically significant academic mathematics achievement score increase (F =21.8, df =1, 54, p<.05). Although, mathematics class motivation scores did not present significance (F =.79, df =1, 47, p>.05), both sexes posted similar data outcomes with regard to mathematics class motivation after using an educational video game as treatment during an eighteen-week term in conjunction with receiving in-class instruction. Additionally, there was an increase in male variability in standard deviation score (SDmotivationpre=8.76, SDmotivation post=11.70) for mathematics class motivation. Lastly, self-reported differences between the sexes for this limited sample, with regard to game design likes and dislikes and observed female game play tendencies, were also investigated. The data presented customization as a unified, but most requested, game design need between the sexes. Between sex differences were found only to be superficial other than a female delay in game acceptance with regard to time and game play comfort.
Show less - Date Issued
- 2009
- Identifier
- CFE0002586, ucf:48270
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0002586
- Title
- A Multiple Case Study Analysis of Technology Integration Knowledge by Practicing Elementary Teachers in an Urban Charter School.
- Creator
-
Minor, Kendra, Hirumi, Atsusi, Hopp, Carolyn, Hartshorne, Charles, Beverly, Monifa, University of Central Florida
- Abstract / Description
-
The purpose of this dissertation was to explore the perceived and demonstrated technological pedagogical content knowledge TPACK) of practicing elementary teachers in an urban charter school setting. Contextual factors that influence teachers' abilities to apply technology integration knowledge were also identified. A qualitative research design with multiple case study strategy was used to study practicing teachers in a charter school setting in two phases. The first phase of the study...
Show moreThe purpose of this dissertation was to explore the perceived and demonstrated technological pedagogical content knowledge TPACK) of practicing elementary teachers in an urban charter school setting. Contextual factors that influence teachers' abilities to apply technology integration knowledge were also identified. A qualitative research design with multiple case study strategy was used to study practicing teachers in a charter school setting in two phases. The first phase of the study included nine participants and used the Teachers' Knowledge of Teaching and Technology Survey to garner insight on teachers' perceived technological pedagogical content knowledge. Descriptive statistical procedures were used to calculate a mean score for each subscale of the TPACK components. Of the nine teachers, two teachers volunteered to participate in the second phase of the study in addition to two administrators. Data collection methods included document collection, observations, and interviews. Within-analysis procedures were used to specify each participant as an individual case. Interviews with school administrators provided insight into contextual factors at the school. Lastly, cross-case analysis procedures were used to construct the final narrative. The findings from Phase I indicated teacher scores related to statements concerning technology-related components: technology knowledge (Mean = 3.67, SD =.62), technological content knowledge (Mean = 3.67, SD=.45), technological pedagogical knowledge (Mean = 3.74, SD=.68), and technological pedagogical content knowledge (Mean = 3.6, SD=.94) were neutral. Findings from the within-analysis and cross-case analysis revealed that both teachers used all of the components in practice with limited to no use of technological content knowledge. The findings from the within-analysis and cross-case analysis revealed that teachers: (a) had a solid foundation of technology knowledge, (b) had limited knowledge of technological content knowledge, (c) supported pedagogical goals, and (d) addressed student learning needs. In addition, the findings revealed that contextual factors related to the teachers' use of technology integration knowledge were resource-related. The discussion and implications highlighted the need for professional development and up-to-date resources for teachers in urban charter schools.
Show less - Date Issued
- 2014
- Identifier
- CFE0005211, ucf:50646
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005211
- Title
- The State of the Anti-Union Address: A Rhetorical Critique of Select Service Worker Training Methods.
- Creator
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Ries, Richard, Dombrowski, Paul, Hirumi, Atsusi, Jones, Dan, University of Central Florida
- Abstract / Description
-
This is an interdisciplinary master's level thesis that explores links among technical writing, training manuals, surveillance, and anti-union rhetoric used with service workers in select American chains and franchises. Brief histories are provided, including those of technical writing, the rise of unions in America, and how technical writing became inextricably linked with labor. A major shift occurred in the 20th century when workers began interacting less with products and more with the...
Show moreThis is an interdisciplinary master's level thesis that explores links among technical writing, training manuals, surveillance, and anti-union rhetoric used with service workers in select American chains and franchises. Brief histories are provided, including those of technical writing, the rise of unions in America, and how technical writing became inextricably linked with labor. A major shift occurred in the 20th century when workers began interacting less with products and more with the public. The research focuses on training manuals, techniques, and rehearsed dialogues of McDonald's, Wal-Mart, Starbucks, Whole Foods, Panera, and Publix, though similar organizations are referenced. Service worker language, uniforms, and store decorum are sometimes analyzed for their rhetorical content. The idea of a single, technically written training manual in the service sector is a misnomer; training is delivered through a pastiche of manuals, videos, computers, apps, flipcharts, and on the job training. Unions are avoided through franchising (and therefore eat outlet not possessing enough workers to organize), creating conditions of high turnover rates, rhetoric, and use of euphemism. Global corporations are likened to "superfiefdoms," with service workers equated to modern serfs. If the world has evolved into supercorporations, it is argued then that the Publix employee-owned model may be the best approach and the most dignified of all. The technical writing and instruction in state-sponsored and federalized school pedagogies, which emphasize drills and compliance, may be culturally linked to the training found in these entry-level service jobs, and more academic study exploring these links is called for.
Show less - Date Issued
- 2014
- Identifier
- CFE0005700, ucf:50134
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005700
- Title
- A Study of Confidence in Individuals who Actively Work with Returning Military Personnel.
- Creator
-
Slayter, LaDonna, Hirumi, Atsusi, Gunter, Glenda, Campbell, Laurie, Brophy-Ellison, James, University of Central Florida
- Abstract / Description
-
This study sought to explore if training significantly increased community workers' perceived level of confidence and their ability to provide services to returning military personnel in two locations. To measure community workers' perceived level of confidence, participants N = 143 (n = 63 Norfolk, VA) and (n= 80 Fayetteville, NC) responded to an instrument containing 40 items. Inferential and descriptive statistics were used to analyze the study variables. Analyses of variance (ANOVA) were...
Show moreThis study sought to explore if training significantly increased community workers' perceived level of confidence and their ability to provide services to returning military personnel in two locations. To measure community workers' perceived level of confidence, participants N = 143 (n = 63 Norfolk, VA) and (n= 80 Fayetteville, NC) responded to an instrument containing 40 items. Inferential and descriptive statistics were used to analyze the study variables. Analyses of variance (ANOVA) were used to compare the reliability of means between the groups from 2011 to 2012 (i.e., pre-intervention to post-intervention). A Bonferroni Correction was applied to control the familywise error rate. A one-tailed p-value for each analysis was used based on the hypothesis that the intervention produced greater agreement with each item. Means for each item and range of ratings for each item were also calculated. To examine community workers' ability to provide improved service to veterans, qualitative data from (n=81) participants were analyzed. Comments were transcribed and grouped into clusters, then the data were themed and categorized according to participants' reported change in the way they thought about themselves as community service workers. Themes related to the study of confidence for better service to veterans were included in the results.The results of the hypothesis were that overall statistically significant improvement was found for individuals who actively work with military personnel in Fayetteville, NC. Results for the Norfolk, VA site demonstrated statistically significant improvement in confidence on 7 survey questions, but statistical significance was not found overall. Overall practical significance for the community provider setting in both cities was surmised from the results.Results of the data analysis for the research question indicated participants were applying knowledge acquired to their work with reintegrating veterans and their families. The study and the resulting information can inform instructional designers, instructors, course developers, and the research community. Opportunities for future research are briefly discussed.
Show less - Date Issued
- 2018
- Identifier
- CFE0007100, ucf:51960
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007100
- Title
- Warrior Women: A Phenomenological Study of Female Veterans Transitioning Into and Through College.
- Creator
-
Sorensen, Alma, Hirumi, Atsusi, Hartshorne, Richard, Boote, David, Brophy-Ellison, James, University of Central Florida
- Abstract / Description
-
Current research and theory primarily focuses on identifying holistic challenges of the veteran student demographic and does not focus on challenges specific to female veterans when transitioning into and through college. Additionally, current research and theory does not focus on positive and negative experiences of female veterans within four key areas of academia: courseware, faculty, staff/administration, and student services. As a result, current research and theory do not adequately...
Show moreCurrent research and theory primarily focuses on identifying holistic challenges of the veteran student demographic and does not focus on challenges specific to female veterans when transitioning into and through college. Additionally, current research and theory does not focus on positive and negative experiences of female veterans within four key areas of academia: courseware, faculty, staff/administration, and student services. As a result, current research and theory do not adequately explain why female veterans may or may not successfully transition into and through college, resulting in a lack of resources available for female veterans, and Higher Education Institutes (HEIs). This phenomenological study investigated lived experiences of female veterans transitioning into and through college by identifying shared experiences within the Adult Transition Theory's Moving In, Moving Through, and Moving Out phases specific to participants' interactions with courseware, faculty, staff/administration, and student services. Nine female veterans participated. Data was collected via pre-interview questionnaires and audio-recorded one-on-one interviews and analyzed using Colaizzi's 7-Step method, yielding 6 emergent themes and 30 cluster themes. Results indicated female veterans utilize strategies such as time management, connecting with their instructors, and support of family to succeed in college. Additional factors important to female veterans when transitioning include options in delivery methods and how well a college understands veteran benefits.
Show less - Date Issued
- 2018
- Identifier
- CFE0007246, ucf:52235
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007246
- Title
- Examining the use of Background Music to Facilitate Learning.
- Creator
-
De La Mora Velasco, Efren, Hirumi, Atsusi, Bai, Haiyan, Boote, David, Sung, Stella, University of Central Florida
- Abstract / Description
-
The present work examines the use of background music (BM) to facilitate learning. This dissertation includes three independent, yet interrelated studies that synthesized scholarship to characterize the methods, and BM characteristics that have been manipulated in primary research, to identify trends, patterns and gaps. Then, it integrates findings of experimental studies that reported influences of music on cognitive performance to inform future research and theory. Lastly, this dissertation...
Show moreThe present work examines the use of background music (BM) to facilitate learning. This dissertation includes three independent, yet interrelated studies that synthesized scholarship to characterize the methods, and BM characteristics that have been manipulated in primary research, to identify trends, patterns and gaps. Then, it integrates findings of experimental studies that reported influences of music on cognitive performance to inform future research and theory. Lastly, this dissertation reports a design-based research study aimed at improving an online learning environment with the use of BM to enhance students' motivation, engagement and knowledge retention.
Show less - Date Issued
- 2019
- Identifier
- CFE0007622, ucf:52536
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0007622
- Title
- Effects of Metacognitive Monitoring on Academic Achievement in an Ill-Structured Problem-Solving Environment.
- Creator
-
Malone, Naomi, Hirumi, Atsusi, Thompson, Brenda, Bai, Haiyan, Vogel-Walcutt, Jennifer, Sadri, Houman, University of Central Florida
- Abstract / Description
-
Higher education courses are increasingly moving online while educational approaches are concurrently shifting their focus toward student-centered approaches to learning. These approaches promote critical thinking by asking students to solve a range of ill-structured problems that exist in the real world. Researchers have found that student-centered online learning environments require students to have self-regulated learning skills, including metacognitive skills to regulate their own...
Show moreHigher education courses are increasingly moving online while educational approaches are concurrently shifting their focus toward student-centered approaches to learning. These approaches promote critical thinking by asking students to solve a range of ill-structured problems that exist in the real world. Researchers have found that student-centered online learning environments require students to have self-regulated learning skills, including metacognitive skills to regulate their own learning processes. Much of the research suggests that externally supporting students while they are learning online, either directly or indirectly, helps them to succeed academically. However, few empirical studies have investigated what levels of support are most effective for promoting students' self-regulated learning behaviors. Additionally, these studies reported conflicting results (-) some found maximum support to be most effective while others found no significant difference.The purpose of this study was to investigate the effectiveness of different levels of support for self-regulated learning during a complex learning activity to solve an ill-structured problem-solving situation in an online learning environment. In addition, the role of students' self-efficacy on their academic achievement was examined. A total of 101 undergraduate students from three international studies courses offered at a large urban Southeastern public university in the United States participated in the study. The students were randomly assigned to treatment (minimum support, maximum support) and control groups. Students' academic achievement scores were measured using a conceptual knowledge test created by the professor teaching the courses. O'Neil's (1997) Trait Self-Regulation Questionnaire measured students' self-efficacy. Analysis of Co-Variance (ANCOVA) was conducted to analyze the data. The ANCOVA results indicated significant improvement of the academic achievement of the minimum support group versus both the maximum support and control groups. Additionally, self-efficacy as a co-variable did not significantly impact students' achievement scores in any of the groups.The overall results indicated that it is important to consider the level of self-regulated learning support when designing online learning environments promoting students' critical thinking skills. Promoting students' self-regulated learning skills is vital when designing online higher education courses.
Show less - Date Issued
- 2017
- Identifier
- CFE0006762, ucf:51833
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0006762
- Title
- An Empirical Evaluation of an Instrument to Determine the Relationship Between Second-Year Medical Students' Perceptions of NERVE VP Design Effectiveness and Students' Ability to Learn and Transfer Skills from NERVE.
- Creator
-
Reyes, Ramsamooj, Hirumi, Atsusi, Sivo, Stephen, Campbell, Laurie, Cendan, Juan, University of Central Florida
- Abstract / Description
-
Meta-analyses and systematic reviews of literature comparing the use of virtual patients (VPs) to traditional educational methods support the efficacy of VPs (Cook, Erwin, (&) Triola, 2010; Cook (&) Triola, 2009; McGaghie, Issenberg, Cohen, Barsuk, (&) Wayne, 2011). However, VP design research has produced a variety of design features (Bateman, Allen, Samani, Kidd, (&) Davies, 2013; Botezatu, Hult, (&) Fors, 2010a; Huwendiek (&) De Leng, 2010), frameworks (Huwendiek et al., 2009b) and...
Show moreMeta-analyses and systematic reviews of literature comparing the use of virtual patients (VPs) to traditional educational methods support the efficacy of VPs (Cook, Erwin, (&) Triola, 2010; Cook (&) Triola, 2009; McGaghie, Issenberg, Cohen, Barsuk, (&) Wayne, 2011). However, VP design research has produced a variety of design features (Bateman, Allen, Samani, Kidd, (&) Davies, 2013; Botezatu, Hult, (&) Fors, 2010a; Huwendiek (&) De Leng, 2010), frameworks (Huwendiek et al., 2009b) and principles (Huwendiek et al., 2009a) that are similar in nature, but appear to lack consensus. Consequently, researchers are not sure which VP design principles to apply and few validated guidelines are available. To address this situation, Huwendiek et al. (2014) validated an instrument to evaluate the design of VP simulations that focuses on fostering clinical reasoning. This dissertation examines the predictive validity of one instrument proposed by Huwendiek et al. (2014) that examines VP design features. Empirical research provides evidence for the reliability and validity of the VP design effectiveness measure. However, the relationship between the design features evaluated by the instrument to criterion-referenced measures of student learning and performance remains to be examined. This study examines the predictive validity of Huwendiek et al.'s (2014) VP design effectiveness measurement instrument by determining if the design factors evaluated by the instrument are correlated to medical students' performance in: (a) quizzes and VP cases embedded in Neurological Examination Rehearsal Virtual Environment (NERVE), and (b) NERVE-assisted virtual patient/standardized patient (VP/SP) differential diagnosis and SP checklists. It was hypothesized that students' perceptions of effectiveness of NERVE VP design are significantly correlated to the achievement of higher student learning and transfer outcomes in NERVE.The confirmatory factor analyses revealed the effectiveness of NERVE VP design was significantly correlated to student learning and transfer. Significant correlations were found between key design features evaluated by the instrument and students' performance on quizzes and VP cases embedded in NERVE. In addition, significant correlations were found between the NERVE VP design factors evaluated by Huwendiek et al.'s (2014) instrument and students' performance in SP checklists. Findings provided empirical evidence supporting the reliability and predictive validity of Huwendiek et al.'s (2014) instrument.Future research should examine additional sources of validity for Huwendiek et al.'s (2014) VP design effectiveness instrument using larger samples and from other socio-cultural backgrounds and continue to examine the predictive validity of Huwendiek et al.'s (2014) instrument at Level 2 (Learning) and Level 3 (Application) of Kirkpatrick's (1975) four-level model of training evaluation.
Show less - Date Issued
- 2016
- Identifier
- CFE0006166, ucf:51150
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0006166