Current Search: Lindgren, Robb (x)
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- Title
- Turtle Cam: Live Multimedia Interaction For Engaging Potential Visitor Population To Canaveral National Seashore.
- Creator
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Tortorelli, Brian, Cabrera, Cheryl, Lindgren, Robb, Reedy, Robert, University of Central Florida
- Abstract / Description
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This project expands the outreach of the Canaveral National Seashore to its visitors, potential visitors, and virtual visitors through its goals in conservancy and preservation of its natural resources. This paper is involved with the current iteration of a series of digital media projects, the Sea Turtle Nest Camera, also known as, Turtle Cam. It details how and why this project was designed to be an ongoing initiative to assist in those goals.
- Date Issued
- 2012
- Identifier
- CFE0004330, ucf:49446
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0004330
- Title
- The Design and Evaluation of a Video Game to Help Train Perspective-Taking and Empathy in Children with Autism Spectrum Disorder.
- Creator
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Hughes, Darin, Vasquez, Eleazar, Kincaid, John, Marino, Matthew, Lindgren, Robb, University of Central Florida
- Abstract / Description
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This paper discusses the design, implementation, and evaluation of a serious game intended to reinforce applied behavior analysis (ABA) techniques used with children with autism spectrum disorder (ASD) by providing a low cost and easily accessible supplement to traditional methods. Past and recent research strongly supports the use of computer assisted instruction in the education of individuals with ASD (Moore (&) Calvert, 2000; Noor, Shahbodin, (&) Pee, 2012). Computer games have been shown...
Show moreThis paper discusses the design, implementation, and evaluation of a serious game intended to reinforce applied behavior analysis (ABA) techniques used with children with autism spectrum disorder (ASD) by providing a low cost and easily accessible supplement to traditional methods. Past and recent research strongly supports the use of computer assisted instruction in the education of individuals with ASD (Moore (&) Calvert, 2000; Noor, Shahbodin, (&) Pee, 2012). Computer games have been shown to boost confidence and provide calming mechanisms (Griffiths, 2003) while being a safe environment for social exploration and learning (Moore, Cheng, McGrath, (&) Powell, 2005). Games increase children's motivation and thus increase the rate of learning in computer mediated environments (Moore (&) Calvert, 2000). Furthermore, children with ASD are able to understand basic emotions and facial expressions in avatars more easily than in real-world interactions (Moore, Cheng, McGrath, (&) Powell, 2005).Perspective-taking (also known as role-taking) has been shown to be a crucial component and antecedent to empathy (Gomez-Becerra, Martin, Chavez-Brown, (&) Greer, 2007; Peng, Lee, (&) Heeter, 2010). Though symptoms vary across children with ASD, perspective-taking and empathy are abilities that have been shown to be limited across a wide spectrum of individuals with ASD and Asperger's disorder (Gomez-Becerra, Martin, Chavez-Brown, (&) Greer, 2007). A game called WUBeeS was developed to aid young children with ASD in perspective taking and empathy by placing the player in the role of a caregiver to a virtual avatar. It is hypothesized that through the playing of this game over a series of trials, children with ASD will show an increase in the ability to discriminate emotions, provide appropriate responses to basic needs (e.g. feeding the avatar when it is hungry), and be able to communicate more clearly about emotions.
Show less - Date Issued
- 2014
- Identifier
- CFE0005184, ucf:50654
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005184
- Title
- Financial Forest.
- Creator
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Carlson, Karen, Moshell, Michael, Lindgren, Robb, Underberg-Goode, Natalie, University of Central Florida
- Abstract / Description
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Regular savings behavior is critical for low-income Americans to achieve financial mobility. New technology tools are being used to improve personal awareness and attention to financial goals. This thesis reviews mobile learning (mLearning) research and leading commercial personal finance smartphone apps, both of which inform the design of Financial Forest, a savings app. Participants in the 4-week Financial Forest savings study are found to have a statistically significant improved...
Show moreRegular savings behavior is critical for low-income Americans to achieve financial mobility. New technology tools are being used to improve personal awareness and attention to financial goals. This thesis reviews mobile learning (mLearning) research and leading commercial personal finance smartphone apps, both of which inform the design of Financial Forest, a savings app. Participants in the 4-week Financial Forest savings study are found to have a statistically significant improved perception of the difficulty of building an emergency fund.
Show less - Date Issued
- 2014
- Identifier
- CFE0005143, ucf:50682
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005143
- Title
- DIGITAL INTERACTIVE GAMES FOR ASSESSMENT: A STUDY OF THE EFFECTIVENESS OF A DIGITAL GAME AS A MEASURE OF STUDENTS' UNDERSTANDING OF BOOLEAN LOGIC.
- Creator
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Haji Mohammad Ali Sabbagh, Shabnam, Moshell, Jack, Underberg, Natalie, Lindgren, Robb, University of Central Florida
- Abstract / Description
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Digital games have been used mostly for entertainment but recently researchers have started to use digital games in other areas such as education and training. Researchers have shown that digital games can provide a compelling, creative, and collaborative environment for learning. However, the popularity of computers and the Internet brings this question to mind: Are the assessment methods falling behind and remaining traditional? Will the traditional methods of learning and knowledge...
Show moreDigital games have been used mostly for entertainment but recently researchers have started to use digital games in other areas such as education and training. Researchers have shown that digital games can provide a compelling, creative, and collaborative environment for learning. However, the popularity of computers and the Internet brings this question to mind: Are the assessment methods falling behind and remaining traditional? Will the traditional methods of learning and knowledge assessment be sufficient for this new generation who are starving for new technology?This study investigates the effectiveness of using a digital interactive game as an assessments method (-) in this case a mini-game that was designed to assess the student's knowledge on basic Boolean logic. The study reports on the performance differences of the students who participated in this study and correlations between the performance of these students in a digital interactive game, written tests and their in-class performance to examine the effectiveness of using a digital game as a new knowledge assessment method.
Show less - Date Issued
- 2014
- Identifier
- CFE0005343, ucf:50494
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005343
- Title
- Placing birds on a dynamic evolutionary map: Using digital tools to update the evolutionary metaphor of the "tree of life".
- Creator
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Stephens, Sonia, Dombrowski, Paul, Applen, John, Murphy, Patrick, Lindgren, Robb, University of Central Florida
- Abstract / Description
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This dissertation describes and presents a new type of interactive visualization for communicating about evolutionary biology, the dynamic evolutionary map. This web-based tool utilizes a novel map-based metaphor to visualize evolution, rather than the traditional (")tree of life.(") The dissertation begins with an analysis of the conceptual affordances of the traditional tree of life as the dominant metaphor for evolution. Next, theories from digital media, visualization, and cognitive...
Show moreThis dissertation describes and presents a new type of interactive visualization for communicating about evolutionary biology, the dynamic evolutionary map. This web-based tool utilizes a novel map-based metaphor to visualize evolution, rather than the traditional (")tree of life.(") The dissertation begins with an analysis of the conceptual affordances of the traditional tree of life as the dominant metaphor for evolution. Next, theories from digital media, visualization, and cognitive science research are synthesized to support the assertion that digital media tools can extend the types of visual metaphors we use in science communication in order to overcome conceptual limitations of traditional metaphors. These theories are then applied to a specific problem of science communication, resulting in the dynamic evolutionary map.Metaphor is a crucial part of scientific communication, and metaphor-based scientific visualizations, models, and analogies play a profound role in shaping our ideas about the world around us. Users of the dynamic evolutionary map interact with evolution in two ways: by observing the diversification of bird orders over time and by examining the evidence for avian evolution at several places in evolutionary history. By combining these two types of interaction with a non-traditional map metaphor, evolution is framed in a novel way that supplements traditional metaphors for communicating about evolution. This reframing in turn suggests new conceptual affordances to users who are learning about evolution. Empirical testing of the dynamic evolutionary map by biology novices suggests that this approach is successful in communicating evolution differently than in existing tree-based visualization methods. Results of evaluation of the map by biology experts suggest possibilities for future enhancement and testing of this visualization that would help refine these successes. This dissertation represents an important step forward in the synthesis of scientific, design, and metaphor theory, as applied to a specific problem of science communication. The dynamic evolutionary map demonstrates that these theories can be used to guide the construction of a visualization for communicating a scientific concept in a way that is both novel and grounded in theory. There are several potential applications in the fields of informal science education, formal education, and evolutionary biology for the visualization created in this dissertation. Moreover, the approach suggested in this dissertation can potentially be extended into other areas of science and science communication. By placing birds onto the dynamic evolutionary map, this dissertation points to a way forward for visualizing science communication in the future.
Show less - Date Issued
- 2012
- Identifier
- CFE0004639, ucf:49898
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0004639
- Title
- Making Waves, Mixing Colors, and Using Mirrors: The Self-Regulated Learning Support Features and Procedural Rhetoric of Three Whole-Body Educational Games.
- Creator
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Johnson, Emily, McDaniel, Rudy, Vie, Stephanie, Applen, John, Pigg, Stacey, Lindgren, Robb, University of Central Florida
- Abstract / Description
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This dissertation investigates the question, (")How can the procedural rhetoric of three whole-body educational games improve the understanding of self-regulated learning with digital technology?(") It explores three whole-body educational games (WBEGs) using a quantitative study, a case study, and analyses of their procedural rhetoric to better understand the roles these types of games can have in teaching digital literacy and self-regulated learning (SRL) skills. The three WBEGs, Waves,...
Show moreThis dissertation investigates the question, (")How can the procedural rhetoric of three whole-body educational games improve the understanding of self-regulated learning with digital technology?(") It explores three whole-body educational games (WBEGs) using a quantitative study, a case study, and analyses of their procedural rhetoric to better understand the roles these types of games can have in teaching digital literacy and self-regulated learning (SRL) skills. The three WBEGs, Waves, Color Mixer, and Light and Mirrors, are each intended to teach science concepts to players. These games are similarly structured in that they all invite players to immerse themselves in the game by standing on the (")screen(") (the games project images on the floor). The WBEGs differ from traditional console video games because they receive input from players via motion-sensing technology, requiring players to make large movements with their bodies to influence elements within the game. This study explains SRL as a complex combination of internal (mental) behavior, external (observable) behavior, and interpersonal (social) behavior, identifying within three WBEGs the presence of elements supporting the SRL behaviors of goal setting, strategy planning, collaboration, progress monitoring, feedback, and reflection. These findings inform the understanding of SRL by revealing that each game includes a different combination of SRL-supporting elements that encourage the use of SRL skills in different ways. SRL scaffolding features are those elements within a WBEG that guide players to use certain SRL strategies, helping and supporting their efforts much like construction scaffolding supports a building as it is being erected. This dissertation also utilizes analyses of procedural rhetoric to investigate the techniques reinforced by the underlying structure of these three WBEGs in an effort to further the understanding of digital literacy in education and sociocultural contexts. All three WBEGs appear to emphasize player agency and collaboration. Waves and Light and Mirrors encourage player strategy, while Color Mixer rewards speed and rote knowledge. These reinforced techniques perpetuate the underlying cultural values of accuracy, collaboration, problem-solving, autonomy, and scaffolding. This study discusses these values in the contexts of education and society.
Show less - Date Issued
- 2015
- Identifier
- CFE0005959, ucf:50799
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005959
- Title
- Exploring Theatre of the Oppressed and Media Synchronicity to Supplement Virtual Learning Environments: Experiences with Mados.
- Creator
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Silva, Pedro, Kim, Si Jung, Lindgren, Robb, McDaniel, Thomas, University of Central Florida
- Abstract / Description
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This thesis explored the application of Media Synchronicity Theory and its potential for translating Critical Pedagogy (specifically Boal's Theatre of the Oppressed) into a computer- supported collaborative work (CSCW) environment. It introduces the Maquina dos Oprimidos (Mados) prototype, a CSCW supplement to traditional asynchronous learning networks. Mados operates as a role-playing debate game, in which students debate a pre-selected prompt while performing assigned character roles. The...
Show moreThis thesis explored the application of Media Synchronicity Theory and its potential for translating Critical Pedagogy (specifically Boal's Theatre of the Oppressed) into a computer- supported collaborative work (CSCW) environment. It introduces the Maquina dos Oprimidos (Mados) prototype, a CSCW supplement to traditional asynchronous learning networks. Mados operates as a role-playing debate game, in which students debate a pre-selected prompt while performing assigned character roles. The study explores the prototype's potential to affect student's identification with their assigned character and personal attitude toward the prompt, as well as examining the effect of presence on students' performances.The study was performed with 38 8th grade students. Subjects debated a prompt which proposed a banning cell phones from classrooms. Results show that subjects collaboratively constructed solutions that compromised between both positions, while slightly favoring the anti- ban position. Results also show that subjects experienced gains in character identification after participating in the task regardless of assigned character, hinting at a separation between perceived similarity to characters and affinity for characters' position. The ability of subjects to defend their assigned character's position while inhabiting their own perspective, that of an 8th grade student, also hints at this separation. Additionally, results indicated correlations between subjects' control factors, a subset measure for presence, and total change in prompt agreement. Other positive correlation exist between subject's reprocessing attempts and task performance, as well as total presence and task performance.
Show less - Date Issued
- 2013
- Identifier
- CFE0004939, ucf:49627
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0004939
- Title
- AR Physics: Transforming physics diagrammatic representations on paper into interactive simulations.
- Creator
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Zhou, Yao, Underberg-Goode, Natalie, Lindgren, Robb, Moshell, Jack, Peters, Philip, University of Central Florida
- Abstract / Description
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A problem representation is a cognitive structure created by the solver in correspondence to the problem. Sketching representative diagrams in the domain of physics encourages a problem solving strategy that starts from 'envisionment' by which one internally simulates the physical events and predicts outcomes. Research studies also show that sketching representative diagrams improves learner's performance in solving physics problems. The pedagogic benefits of sketching representations on...
Show moreA problem representation is a cognitive structure created by the solver in correspondence to the problem. Sketching representative diagrams in the domain of physics encourages a problem solving strategy that starts from 'envisionment' by which one internally simulates the physical events and predicts outcomes. Research studies also show that sketching representative diagrams improves learner's performance in solving physics problems. The pedagogic benefits of sketching representations on paper make this traditional learning strategy remain pivotal and worthwhile to be preserved and integrated into the current digital learning landscape.In this paper, I describe AR Physics, an Augmented Reality based application that intends to facilitate one's learning of physics concepts about objects' linear motion. It affords the verified physics learning strategy of sketching representative diagrams on paper, and explores the capability of Augmented Reality in enhancing visual conceptions. The application converts the diagrams drawn on paper into virtual representations displayed on a tablet screen. As such learners can create physics simulation based on the diagrams and test their (")envisionment(") for the diagrams. Users' interaction with AR Physics consists of three steps: 1) sketching a diagram on paper; 2) capturing the sketch with a tablet camera to generate a virtual duplication of the diagram on the tablet screen, and 3) placing a physics object and configuring relevant parameters through the application interface to construct a physics simulation.A user study about the efficiency and usability of AR Physics was performed with 12 college students. The students interacted with the application, and completed three tasks relevant to the learning material. They were given eight questions afterwards to examine their post-learning outcome. The same questions were also given prior to the use of the application in order to comparewith the post results. System Usability Scale (SUS) was adopted to assess the application's usability and interviews were conducted to collect subjects' opinions about Augmented Reality in general. The results of the study demonstrate that the application can effectively facilitate subjects' understanding the target physics concepts. The overall satisfaction with the application's usability was disclosed by the SUS score. Finally subjects expressed that they gained a clearer idea about Augmented Reality through the use of the application.
Show less - Date Issued
- 2014
- Identifier
- CFE0005566, ucf:50292
- Format
- Document (PDF)
- PURL
- http://purl.flvc.org/ucf/fd/CFE0005566