Spatial Ability and Other Predictors of Gameplay Time: Understanding barriers to learning in Game-based Virtual Environments
|
|
|
- Silas Theodore Page
- 9 years ago
- Views:
Transcription
1 Spatial Ability and Other Predictors of Gameplay Time: Understanding barriers to learning in Game-based Virtual Environments Megan Frankosky Eric Wiebe Philip Buffum Kristy Elizabeth Boyer North Carolina State University Presented at AERA 2015, Chicago, IL SIG - Applied Research in Immersive Environments for Learning Abstract The ENGAGE project is a game-based virtual environment where students engage in problembased learning experiences centered around computational thinking and broader computer science education learning objectives that require students to participate in cognitively demanding tasks. Cognitive Load Theory (Ayres & van Gog, 2009; Sweller, et al., 1998) provides a robust framework to characterize these cognitive demands as intrinsic and extrinsic load. Here we examined the role of three factors that may impact either the intrinsic or extraneous load experienced by students as they work through learning scenarios in the game. Spatial orienting ability, previous video game experience, and previous programming experience had differential impacts on game performance based on the type of puzzle and its temporal sequence in the game.
2 1. Introduction Creating activities that engage K-12 students with computer science education curriculum has received the attention of the education community (CWCT, 2010). Recently, computer science outreach programs facilitated by visual programming languages (e.g., Scratch and Alice) have been successfully implemented at the middle school level (Roger, et al., 2009; 2010). Visual programming languages have been paired with game-based instructional design strategies as a way of motivating and engaging students who otherwise might not be intrinsically inclined to learn about programming and computational thinking (e.g., Repenning, 2012; Roger, et al., 2010; Werner, Campe & Denner, 2012). While one approach is to have students create games using the visual programming language, another approach is to embed the programming tasks as part of challenges within a game-based environment. This latter approach is used by the ENGAGE project to create a compelling narrative around problem-solving tasks within a game based virtual environment (Figure 1; Intellimedia, 2013). ENGAGE is an immersive game-based learning environment for middle school computer science education. The curriculum underlying ENGAGE is based on the AP Computer Science Principles course (CS Principles, 2013) with learning objectives that are developmentally appropriate for middle school students. The learning environment was designed to expose students to problems that encourage the development of computational thinking skills. Computational thinking is a problem-solving process involving abstraction and algorithmic thinking and leverages the use of computational tools for data analysis, modeling, or simulations (Barr & Stephenson, 2011). The goal of the ENGAGE project is to increase computational fluencies for all middle school students through collaborative exploration and problem-solving within an engaging game-based narrative-driven virtual environment. Game-based learning environments have considerable potential as learning tools (Boyle, et al., 2011; Spires, et al., 2011), due to their ability to appeal to a broad range of students with diverse backgrounds, and to motivate students to participate in activities that they may not otherwise engage in when presented in traditional formats (Steinkuehler & King, 2009). However, in some circumstances, characteristics inherent in a virtual environment, such as the nature of 3D tasks, wayfinding, and spatial orienting, may be a barrier for users with low spatial abilities (e.g., Savage, et al., 2004; Wiebe & Converse, 1996, Marsh, et al, 2013). Similarly, even if an individual s general spatial ability is strong, there are specific cognitive costs when interacting with a new, unfamiliar interface (Marsh, et. al., 2014; Shneiderman, 1998; Zanbaka et. al., 2005). However research has not investigated the impacts of these costs on other co-occurring cognitive tasks, or their relationship to spatial ability within a game-based learning environment. 2. Theoretical Framework The ENGAGE virtual game environment requires students to engage in a number of cognitively demanding tasks, only some of which are directly related to the learning goals. Cognitive Load Theory (Ayres & van Gog, 2009; Sweller, et al., 1998) provides a robust framework to characterize these cognitive tasks and their interactions. The inherent difficulty level associated with computer science problem-solving tasks within the game can be thought of as intrinsic cognitive load, while game-mechanic elements not directly related to the learning tasks can be thought of as extraneous load. The challenges presented to the students as they move
3 through the virtual game space have components of 3D spatial orientation and wayfinding, spatial memory, and computational logic. All three of these components are recognized, distinct loads on visual processing, working memory, and fluid reasoning abilities (Flanagan & Harrison, 2012; McGrew, 2009; Woodcock, et al., 2001). Cognitive Load Theory postulates that the actual intrinsic cognitive load experienced by the student will be an interaction of current ability and the intrinsic demands of the task. Therefore, individuals with low spatial ability or low programming logic expertise in general, or in the specific task they are being asked to do will experience higher intrinsic load. Similarly, less experience with video game mechanics, in general, or the types used in this game will raise extraneous cognitive load. Cognitive Load Theory works from an understanding of finite working memory that can be allocated between these intrinsic and extraneous cognitive tasks. Therefore, high levels of cognitive load from both intrinsic and extraneous factors may hinder progress in a game that requires solving cognitive challenges. Direct empirical evidence of this is seen in studies looking at individual differences in perspective taking ability and how it impacts performance on a spatial task within a virtual environment. Those with lower spatial ability performed worse on a navigation task that involved a concurrent spatial memory task (Marsh, et al, 2013). 3. Method As part of an iterative design-based development cycle (Barab & Squire, 2004; Collins, Joseph & Bielaczyc, 2004), we have used Cognitive Load Theory, design heuristics, as well as results from pilot studies to make user-centered design improvements to the interface, game mechanics, and problem based learning experiences in the game. In the version of the game piloted for this study, students are required to navigate a platform across a body of water through planning out and writing a program to control a moving platform (See Figure 1a for an illustration of one of these puzzles). This puzzle which is high in intrinsic spatially-focused cognitive load can be contrasted with a non-spatially focused puzzle within the game involving programming a door device to open (See Figure 1b for an illustration of this puzzle). As a first step in evaluating the effectiveness of the ENGAGE game environment, analyses were conducted to explore the role of spatial abilities and previous experiences in both programming and with video games on game performance. (a)
4 (b) Figure 1. (a) spatial programming task in first moving platform room (b) non-spatial programming task in hallway. Participants Fifty-nine eighth graders (35 males, 24 females) from four classes were randomly assigned to pairs before beginning the activity. Of these 59, a total of 38 (26 males, 12 females) completed surveys and assessments that were used in the analyses below. Measures & Procedure Spatial Ability Test. The PTSOT, a test to measure spatial orienting ability (Kozhevnikov & Hegarty, 2001), was administered to the students before they began playing the game. Instructions were explained to the whole class, and then they were given 5 minutes to complete as many of the 12 items on the test as they could. The PTSOT presents an arrangement of objects at the top of the page and asks students to indicate where a specific object would be if they were oriented in a certain direction by drawing an arrow on a circle. PTSOT scores were then calculated by using the average degrees difference between the individuals given response, and the actual location of the third object. The reliability for the PTSOT, calculated with this data, was acceptable (Cronbach s alpha =.80). Knowledge Assessment & Engagement. Before beginning gameplay, each student completed a pre knowledge assessment. After reaching the last room in the game level students completed a post knowledge assessment and engagement survey. The six multiple choice items administered assessed knowledge of programming concepts we expected students to master during the specific section of the game that they played during this study. Students also completed an engagement questionnaire, the User Engagement Scale (UES; O Brien & Toms, 2010). Thirty-one items were measured as a 5-point Likert scale and were aggregated according to the recommended subscales when engagement is being assessed within the context of a gaming environment (Wiebe, Lamb, Hardy, & Sharek 2014). Gameplay & Metrics. Students were randomly paired students to play the ENGAGE game. We encouraged a paired programming style of gameplay where students alternate between controlled character movement (being the driver) and who was advising the player controlling the character (the navigator). The amount of time it took each team to progress successfully through each room within the level is referred to as gameplay time).
5 4. Results There were no gender differences in spatial ability scores, gameplay time, or self reported engagement ratings, programming experience, or learning gains as revealed by independent samples t-tests. Means and standard deviations for each of these variables can be found in Table 1. Multiple regressions were run to predict gameplay time from PTSOT scores and self-reported programming experience (coded as having relevant experience or not). These analyses were ran for total gameplay time, for time within two rooms with a spatial programming component (first platform one, and second platform), as well as for one room that had a non-spatial programming component (hallway). Table 1. Means and standard deviations Females Males Overall M SD M SD M SD Video Game Experience Programming Experience Spatial Ability Pre Score Post Score Overall Engagement Focused Attention Perceived Usability Aesthetics Satisfaction , Total Game Time* Hallway Time* , First Platform Time* Second Platform Time* *game time is in minutes The model predicting total game time was significant F(3,37) = 4.08, p =.014, R 2 =.20. However only self reported video game experience contributed statistically significantly to the prediction, p =.008. For the hallway, the overall model predicting game time in this room was not significant F(3,37) = 2.57, p =.07, R 2 =.13. However, self reported programing experience contributed statistically significantly to the prediction, p =.026. The overall model predicting game time the first platform room was significant F(3,37) = 2.89, p =.049, R 2 =.11. However only spatial ability scores contributed statistically significantly to the prediction, p =.035. Finally, the overall model predicting game time in the second platform room was significant F(3,36) = 4.41, p =.01, R 2 =.23. Here, the only statistically significant variable in the model is video game experience, p =.003. Regression coefficients, standard errors, and partial eta squares for each model can be found in Table 2.
6 Table 2. Regression results predicting game time Location / Predictor B SE Beta t p Partial R 2 Total Game (N = 38) VG Exp ** Prog Exp Spatial Ability Hallway (N = 38) VG Exp Prog Exp * Spatial Ability First Platform (N = 38) VG Exp Prog Exp Spatial Ability * Second Platform (N = 37) VG Exp ** Prog Exp Spatial Ability Discussion With a game that requires players to work through problem-based learning scenarios in a way that can utilize cognitive resources both intrinsic and extraneous load we found that previous gaming experience seems to be more important than either spatial ability or previous programming experience as players progress through the game. Only previous gaming experience was a significant predictor for overall game time and the time spent in the later room, the second moving platform. However, early in the game as players encounter the first moving platform puzzle, the only significant predictor of game time is spatial ability. This puzzle possesses an intrinsic load with high spatial demands, thus orienting ability plays an important role in predicting performance time. Those with higher spatial abilities are able to complete the first moving platform puzzle room more quickly than those with lower spatial abilities. As players progress in the game, the impact of spatial ability on completion time is not present in the second moving platform puzzle, while video game experience continues to be predictive of game time. This finding indicates that players are able to adjust to the spatial demands, decreasing their intrinsic load related to spatial orienting. Interestingly, in the hallway, where the students presented with a puzzle that does not involve a spatial component (writing a program to open a door), neither video game experience nor spatial ability are predictive of the gameplay time. Yet having previous programming experience seems to give players a jump-start in this room, as they complete this room more quickly than those without experience.
7 6. Conclusions While game based learning environments hold great promise for delivering motivating and engaging learning experiences, individual differences may contribute to performance within the learning environment. Scenarios within a 3D virtual environment, like ENGAGE, that tax cognitive resources in ways that are both intrinsically and extraneously related to the central learning task make it necessary to consider the role of previous experience and cognitive abilities when evaluating game-based learning environments. Specifically, the impact of spatial demands on performance within virtual game based learning environments should be investigated. Here we examined the role of three factors that may impact either the intrinsic or extraneous load experienced by students as they work through problem based learning scenarios within our virtual game environment, but may also evolve as they gain experience. A specific type of spatial ability, orienting, combined with previous experience in playing video games, and previous experience with programming had differential impacts on game performance based on the type of puzzle and its temporal sequence in the ENGAGE game. Unique cognitive resource demands within the game merge spatial ability, with programming ability. As a lesson for future game design, in our environment too high an emphasis on spatial abilities required to solve the puzzles combined with too high requirements for programming knowledge could result in longer completion times and potential user frustration. While players seemed to gain experience that lessened the intrinsic load of the spatially focused puzzles, the distribution of these cognitive demands must be balanced and paced over the arc of game play in order to optimize the learning experience. Acknowledgements. The authors wish to thank colleagues from North Carolina State University for their assistance. This research was supported by the National Science Foundation under Grant IIS Any opinions, findings, and conclusions or recommendations expressed in this material are those of the authors. References Ayres, P., & van Gog, T. (2009). State of the art research into Cognitive Load Theory. Computers in Human Behavior, 25(2), Barab, S. A., & Squire, K. (2004). Design-based research: Putting a stake in the ground. Journal of the Learning Sciences, 13(1), Barr, V., & Stephenson, C. (2011). Bringing Computational Thinking to K-12: What is Involved and What is the Role of the Computer Science Education Community? ACM Inroads, 2(1), Boyle, E., Connolly, T. M., & Hainey, T. (2011). The role of psychology in understanding the impact of computer games. Entertainment Computing, 2(2), doi: /j.entcom Collins, A., Joseph, D., & Bielaczyc, K. (2004). Design research: Theoretical and methodological issues. The Journal of the Learning Sciences, 13(1), Conference on Innovation and Technology in Computer Science Education (ITiCSE 10) (p. 234). New York, New York, USA: ACM Press. CS Principles. (2013). Homepage. Retrieved July, 2014, from
8 CWCT, Committee for the Workshops on Computational Thinking. (2010). Report of a Workshop on The Scope and Nature of Computational Thinking. Washington, DC: National Research Council. Flanagan, D. P., & Harrison, P. L. (Eds.). (2012). Contemporary intellectual assessment: Theories, tests, and issues. New York: Guilford Press. Hegarty, M. & Waller, D. (2004). A dissociation between mental rotation and perspective-taking spatial abilities. Intelligence, 32, Intellimedia. (2013). ENGAGE Project homepage, from Kozhevnikov, M. & Hegarty, M. (2001). A dissociation between object manipulation spatial ability and spatial orientation ability. Memory & Cognition, 29(5), Kizhevnikov, M., Motes, M. A., Rasch, B., & Blajenkova, O. (2006). Perspective-taking vs. mental rotation transformations and how they predict spatial navigation performance. Applied Cognitive Psychology, 20, doi: /acp.1192 Marsh, W., Kelly, J., Dark, V., & Oliver, J. (2013). Cognitive Demands of Semi-Natural Virtual Locomotion. Presence, 22(3), McGrew, K. S. (2009). CHC theory and the human cognitive abilities project: Standing on the shoulders of the giants of psychometric intelligence research. Intelligence, 37(1), Neale, D. C. (1996). Spatial perception in desktop virtual environments. Paper presented at the Proceedings of the human factors and ergonomics society 40th annual meeting, Philadelphia, PA. O Brien, H. L., & Toms, E. G. (2010). The Development and Evaluation of a Survey to Measure User Engagement. Journal of the American Society for Information Science, 61(1), doi: /asi Rodger, S. H., Bashford, M., Dyck, L., Hayes, J., Liang, L., Nelson, D., et al. (2010). Enhancing K-12 Education With Alice Programming Adventures. Proceedings of the 15th Annual SIGCSE Rodger, S. H., Hayes, J., Lezin, G., Qin, H., Nelson, D., Tucker, R.,... Slater, D. (2009). Engaging middle school teachers and students with Alice in a diverse set of subjects. Proceedings of the 40th ACM technical symposium on Computer science education (SIGCSE), Chattanooga, TN, USA. Savage, D. M., Wiebe, E. N., & Devine, H. A. (2004). Performance of 2D versus 3D topographic representations for different task types. Paper presented at the Human Factors and Ergonomics Society 48th Annual Meeting, New Orleans, LA. Shneiderman, B. (1998). Designing the user interface: Strategies for effective human-computer interaction (3rd ed.). Reading, MA: Addison-Wesley. Spires, H., Rowe, J., Mott, B., & Lester, J. (2011). Problem Solving and Game-Based Learning: Effects of Middle Grade Students' Hypothesis Testing Strategies on Learning Outcomes. [ /EC.44.4.e]. Journal of Educational Computing Research, 44(4), Steinkuehler, C., & King, B. (2009). Digital literacies for the disengaged: Creating after school contexts to support boys game-based literacy skills. On the Horizon, 17(1),
9 Stephenson, C., Wilson, C. (2012) Reforming K-12 Computer Science Education What Will Your Story Be? ACM Inroads. 3, Sweller, J., Merrienboer, J. J. G. v., & Paas, F. G. W. C. (1998). Cognitive architecture and instructional design. Educational Psychology Review, 10, The College Board. (2010) AP CS Principles: Learning Objectives and Evidence Statements. Repenning, A. (2012). Programming goes back to school. Communications of the ACM, 55(5), doi: / Werner, L., Campe, S., & Denner, J. (2012). Children Learning Computer Science Concepts via Alice Game-Programming. In ACM (Ed.), Proceedings of the 43rd ACM technical symposium on Computer science education (SIGCSE '12). New York, NY: ACM. Wiebe, E. N., & Converse, S. A. (1996). Recognition of shape and metric changes in 3-D computer models. Paper presented at the Human Factors and Ergonomics Society 40th Annual Meeting, Philadelphia, PA. Wiebe, E. N., Lamb, A., Hardy, M., & Sharek, D. (2014). Measuring engagement in video gamebased environments: Investigation of the User Engagement Scale. Computers in Human Behavior, 32, doi: /j.chb Woodcock, R. W., McGrew, K. S., & Mather, N. (2001). Woodcock-Johnson III Tests of Cognitive Abilities. Itasca, IL: Riverside. Zanbaka, C. A., Lok, B. C., Babu, S. V., Ulinski, A. C., & Hodges, L. F. (2005). Comparison of path visualizations and cognitive measures relative to travel technique in a virtual environment. Visualization and Computer Graphics, IEEE Transactions on, 11(6),
Visual Memory Improvement in Recognition
Edith Cowan University Research Online School of Psychology and Social Science Presentations School of Psychology and Social Science 2012 Visual Memory Improvement in Recognition Allison Prandl Edith Cowan
Research and Digital Game- based Play: A Review of Martha Madison
Research and Digital Game- based Play: A Review of Martha Madison White Paper Compiled by Anne Snyder, Ph.D. Second Avenue Learning is a certified women- owned business, specializing in the creation of
How To Take The Perspective Taking/Spatial Orientation Test
Perspective Taking/Spatial Orientation Test Developed by Mary Hegarty, Maria Kozhevnikov, David Waller This package contains: test instructions test answer key It is important that the instructions are
Computer Game Design in Middle School. Jill Denner & Teale Fristoe
Computer Game Design in Middle School Jill Denner & Teale Fristoe Brief Bio! 1989: BA Psychology, UCSC! 1995: PhD, Developmental Psychology, Columbia University! 1996-98: Post Doc, Psychology, UCSC! 1998-now:
A STATISTICS COURSE FOR ELEMENTARY AND MIDDLE SCHOOL TEACHERS. Gary Kader and Mike Perry Appalachian State University USA
A STATISTICS COURSE FOR ELEMENTARY AND MIDDLE SCHOOL TEACHERS Gary Kader and Mike Perry Appalachian State University USA This paper will describe a content-pedagogy course designed to prepare elementary
The only research-proven online game that assesses and teaches social and emotional skills
The only research-proven online game that assesses and teaches social and emotional skills Introduction The Problem Research demonstrates that positive social and emotional skills and relationships in
INFORMATION TECHNOLOGY FLUENCY FOR MIDDLE SCHOOL GIRLS
INFORMATION TECHNOLOGY FLUENCY FOR MIDDLE SCHOOL GIRLS Shannon Campe ETR Associates Scotts Valley, California 95066 [email protected] Linda L. Werner Computer Science Department University of California,
Unique contributions of eye-tracking research to the study of learning with graphics
Learning and Instruction 20 () 167e171 Commentary Unique contributions of eye-tracking research to the study of learning with graphics Richard E. Mayer* Department of Psychology, University of California,
APPLYING THE TECHNOLOGY ACCEPTANCE MODEL AND FLOW THEORY TO ONLINE E-LEARNING USERS ACCEPTANCE BEHAVIOR
APPLYING THE TECHNOLOGY ACCEPTANCE MODEL AND FLOW THEORY TO ONLINE E-LEARNING USERS ACCEPTANCE BEHAVIOR Su-Houn Liu, Chung Yuan Christian University, [email protected] Hsiu-Li Liao, Chung Yuan Christian
AN EXPLORATION OF THE ATTITUDE AND LEARNING EFFECTIVENESS OF BUSINESS COLLEGE STUDENTS TOWARDS GAME BASED LEARNING
AN EXPLORATION OF THE ATTITUDE AND LEARNING EFFECTIVENESS OF BUSINESS COLLEGE STUDENTS TOWARDS GAME BASED LEARNING Chiung-Sui Chang 1, Ya-Ping Huang 1 and Fei-Ling Chien 2 1 Department of Educational Technology,
The CS Principles Project 1
The CS Principles Project 1 Owen Astrachan, Duke University Amy Briggs, Middlebury College Abstract The Computer Science Principles project is part of a national effort to reach a wide and diverse audience
PRE-SERVICE SCIENCE AND PRIMARY SCHOOL TEACHERS PERCEPTIONS OF SCIENCE LABORATORY ENVIRONMENT
PRE-SERVICE SCIENCE AND PRIMARY SCHOOL TEACHERS PERCEPTIONS OF SCIENCE LABORATORY ENVIRONMENT Gamze Çetinkaya 1 and Jale Çakıroğlu 1 1 Middle East Technical University Abstract: The associations between
High School Psychology and its Impact on University Psychology Performance: Some Early Data
High School Psychology and its Impact on University Psychology Performance: Some Early Data John Reece Discipline of Psychology School of Health Sciences Impetus for This Research Oh, can you study psychology
User Interface Design
User Interface Design Winter term 2005/2006 Thursdays, 14-16 c.t., Raum 228 Prof. Dr. Antonio Krüger Institut für Geoinformatik Universität Münster 20. Februar 06 IfGi Universität Münster User Interface
PRE AND POST TEST TO SEE THE DIFFERENCE BETWEEN YEARS OF ANIMATED LITERACY AND KNOWLEDGE OF LETTERS STEPHANIE, BUCK. Submitted to
Animated Literacy 1 RUNNING HEAD: Years of Animated Literacy Letters PRE AND POST TEST TO SEE THE DIFFERENCE BETWEEN YEARS OF ANIMATED LITERACY AND KNOWLEDGE OF LETTERS By STEPHANIE, BUCK Submitted to
Three Genres of Game Research. Richard E. Mayer University of California, Santa Barbara
Three Genres of Game Research Richard E. Mayer University of California, Santa Barbara 2014 CRESST Conference WARP SPEED, MR. SULU: Integrating Games, Technology, and Assessment to Accelerate Learning
Impact of ICT on Teacher Engagement in Select Higher Educational Institutions in India
Impact of ICT on Teacher Engagement in Select Higher Educational Institutions in India Bushra S P Singh 1, Dr. Sanjay Kaushik 2 1 Research Scholar, University Business School, Arts Block 3, Panjab University,
Principals Use of Computer Technology
Principals Use of Computer Technology 85 Lantry L. Brockmeier James L. Pate Don Leech Abstract: The Principal s Computer Technology Survey, a 40-item instrument, was employed to collect data on Georgia
A Study of Student Attitudes and Performance in an Online Introductory Business Statistics Class
A Study of Student Attitudes and Performance in an Online Introductory Business Statistics Class Sue B. Schou Idaho State University ABSTRACT Due to economic constraints, more and more distance education
Report on Game Design and Development Courses Meeting Knowledge Areas
Report on Game Design and Development Courses Meeting Knowledge Areas Brent M. Dingle Summer 2014 Revised Fall 2014 and Spring 2015 Abstract This document approaches a Game Design and Development (GDD)
Tyler Thrash [email protected] +41 76 797 6219 Frohburgstrasse 77 8006 Zürich, Switzerland
Tyler Thrash [email protected] +41 76 797 6219 Frohburgstrasse 77 8006 Zürich, Switzerland Current position: Postdoctoral researcher at ETH Zürich (6/13 present) Education Graduate School: Department
Effectiveness of positive psychology training in the increase of hardiness of female headed households
Effectiveness of positive psychology training in the increase of hardiness of female headed households 1,2, Ghodsi Ahghar* 3 1.Department of counseling, Khozestan Science and Research Branch, Islamic Azad
Motivations of Play in Online Games. Nick Yee, Department of Communication, Stanford University. (in press in CyberPsychology and Behavior) Abstract
Motivations of Play in Online Games Nick Yee, Department of Communication, Stanford University (in press in CyberPsychology and Behavior) Abstract An empirical model of player motivations in online games
Teaching Science via Animated Movies: Its Effect on Students' Learning Outcomes and Motivation
Miri Barak, Tamar Ashkar, Yehudit J. Dori 1 Teaching Science via Animated Movies: Its Effect on Students' Learning Outcomes and Motivation Miri Barak The Department of Education in Technology and Science
Evaluating Effectiveness of Pair Programming as a Teaching Tool in Programming Courses
Evaluating Effectiveness of Pair Programming as a Teaching Tool in Programming Courses Silvana Faja [email protected] School of Accountancy and Computer Information Systems, University of Central Missouri,
Learner and Information Characteristics in the Design of Powerful Learning Environments
APPLIED COGNITIVE PSYCHOLOGY Appl. Cognit. Psychol. 20: 281 285 (2006) Published online in Wiley InterScience (www.interscience.wiley.com) DOI: 10.1002/acp.1244 Learner and Information Characteristics
CS Principles Goes to Middle School: Learning How to Teach Big Data
Philip Sheridan Buffum CS Principles Goes to Middle School: Learning How to Teach Big Data Allison G. Martinez-Arocho Meredith College Megan Hardy Frankosky Psychology Fernando J. Rodriguez Eric N. Wiebe
The Ideal Learning Management System for Multimedia Learning
The Ideal Learning Management System for Multimedia Learning By Gary Woodill, Ed.d., Senior Analyst Introduction Learning occurs in many different ways. We learn from listening to words, and to ambient
Cognitive Load Theory and Instructional Design: Recent Developments
PAAS, RENKL, INTRODUCTION SWELLER EDUCATIONAL PSYCHOLOGIST, 38(1), 1 4 Copyright 2003, Lawrence Erlbaum Associates, Inc. Cognitive Load Theory and Instructional Design: Recent Developments Fred Paas Educational
UNIT: PSYCHOLOGICAL RESEARCH
Assignment: Research Experiment Instructor Guide UNIT: PSYCHOLOGICAL RESEARCH Standards that Apply to this Assignment National Standards for High School Psychology Curricula August 2005 Standard Area IA:
Gender Differences in Computer Technology Achievement
Gender Differences in Computer Technology Achievement Kimberly V. Hale Abstract This study examined gender differences in computer technology achievement. The setting was a central Georgia middle school.
The Importance and Impact of Nursing Informatics Competencies for Baccalaureate Nursing Students and Registered Nurses
IOSR Journal of Nursing and Health Science (IOSR-JNHS) e-issn: 2320 1959.p- ISSN: 2320 1940 Volume 5, Issue 1 Ver. IV (Jan. - Feb. 2016), PP 20-25 www.iosrjournals.org The Importance and Impact of Nursing
Examining Science and Engineering Students Attitudes Toward Computer Science
Examining Science and Engineering Students Attitudes Toward Computer Science Abstract Concerns have been raised with respect to the recent decline in enrollment in undergraduate computer science majors.
A DESIGN AND DEVELOPMENT OF E-LEARNING CONTENT FOR MULTIMEDIA TECHNOLOGY USING MULTIMEDIA GAME
A DESIGN AND DEVELOPMENT OF E-LEARNING CONTENT FOR MULTIMEDIA TECHNOLOGY USING MULTIMEDIA GAME Thongchai Kaewkiriya Faculty of Information Technology, Thai-Nichi Institute of Technology, Bangkok, Thailand
An Iterative Usability Evaluation Procedure for Interactive Online Courses
An Iterative Usability Evaluation Procedure for Interactive Online Courses by Laurie P. Dringus ABSTRACT The Internet and World Wide Web (W3) have afforded distance learners simple links to access information.
Texas Early Childhood Care and Education Professional Preparation. Survey Data Report
Texas Early Childhood Care and Education Professional Preparation Survey Data Report June 2013 This report was prepared with funds provided from the Texas Early Learning Council to the Ray Marshall Center
To Virtualize or Not? The Importance of Physical and Virtual Components in Augmented Reality Board Games
To Virtualize or Not? The Importance of Physical and Virtual Components in Augmented Reality Board Games Jessica Ip and Jeremy Cooperstock, Centre for Intelligent Machines, McGill University, Montreal,
Video Games and Academic Performance. Ronny Khadra. Cody Hackshaw. Leslie Mccollum. College of Coastal Georgia
Video Games and Academic Performance Ronny Khadra Cody Hackshaw Leslie Mccollum College of Coastal Georgia Introduction and Background The development of video games goes back to the 1940s and 1950s. Computer
Single Level Drill Down Interactive Visualization Technique for Descriptive Data Mining Results
, pp.33-40 http://dx.doi.org/10.14257/ijgdc.2014.7.4.04 Single Level Drill Down Interactive Visualization Technique for Descriptive Data Mining Results Muzammil Khan, Fida Hussain and Imran Khan Department
The Effectiveness of Games as Assignments in an Introductory Programming Course
The Effectiveness of Games as Assignments in an Introductory Programming Course Abstract - Computer games are an often cited motivational tool used as assignments in introductory programming courses. This
CSTA- Oracle Academy 2014 U.S. High School CS Survey: The State of Computer Science in U.S. High Schools: an Administrator s Perspective.
CSTA- Oracle Academy 2014 U.S. High School CS Survey: The State of Computer Science in U.S. High Schools: an Administrator s Perspective Methodology: The Computer Science Teachers Association (CSTA), in
Georgia Institute of Technology ASE 6003: Modeling & Simulation for Systems Engineering
Georgia Institute of Technology ASE 6003: Modeling & Simulation for Systems Engineering Module 12: Games and Virtual Worlds Roger D. Smith, Ph.D. Modelbenders LLC http://www.modelbenders.com Copyright
Gender Differences in Elementary School Students Game Design Preferences
Gender Differences in Elementary School Students Game Design Preferences Hui-Mei Justina Hsu, Member, IACSIT Abstract A visual programming environment, Scratch, is widely used by young students, and is
Course Descriptions for MS degree in Instructional Design and Technology:
TM Instructional Design & Technology 1200 Commercial St. Emporia, KS 66801-5087 620.341.5829 [email protected] Fax 620.341.5785 Course Descriptions for MS degree in Instructional Design and Technology: Instructional
Consumer Perception of Mobile Phone Attributes
Consumer Perception of Mobile Phone Attributes Tao Zhang 1, Pei-Luen Patrick Rau 2, Jia Zhou 2 1 Department of Electrical Engineering and Computer Science Vanderbilt University, TN 37211, USA 2 Department
************************************************** [20073873]. Leiter International Performance Scale Third Edition. Purpose: Designed to "measure
************************************************** [20073873]. Leiter International Performance Scale Third Edition. Purpose: Designed to "measure nonverbal intelligence and abilities as well as attention
ANALYSIS OF USER ACCEPTANCE OF A NETWORK MONITORING SYSTEM WITH A FOCUS ON ICT TEACHERS
ANALYSIS OF USER ACCEPTANCE OF A NETWORK MONITORING SYSTEM WITH A FOCUS ON ICT TEACHERS Siti Rahayu Abdul Aziz 1, Mohamad Ibrahim 2, and Suhaimi Sauti 3 1 Universiti Teknologi MARA, Malaysia, [email protected]
CS Matters in Maryland CS Principles Course
CS Matters in Maryland CS Principles Course Curriculum Overview Project Goals Computer Science (CS) Matters in Maryland is an NSF supported effort to increase the availability and quality of high school
Online Organizational Attraction: Influence of Organizational Social Information, Human Resource Policies and Website Characteristics
Online Organizational Attraction: Influence of Organizational Social Information, Human Resource Policies and Website Characteristics XIAO Xiang, XIANG Hui School of Business, Hunan Normal University,
A. The master of arts, educational studies program will allow students to do the following.
PROGRAM OBJECTIVES DEPARTMENT OF EDUCATION DEGREES OFFERED MASTER OF ARTS, EDUCATIONAL STUDIES (M.A.); MASTER OF ARTS, SCIENCE EDUCATION (M.S.); MASTER OF ARTS IN GERMAN WITH TEACHING LICENSURE (M.A.);
Abstract Title Page. Authors and Affiliations: Maria Mendiburo The Carnegie Foundation
Abstract Title Page Title: Designing Technology to Impact Classroom Practice: How Technology Design for Learning Can Support Both Students and Teachers Authors and Affiliations: Maria Mendiburo The Carnegie
Barriers & Incentives to Obtaining a Bachelor of Science Degree in Nursing
Southern Adventist Univeristy KnowledgeExchange@Southern Graduate Research Projects Nursing 4-2011 Barriers & Incentives to Obtaining a Bachelor of Science Degree in Nursing Tiffany Boring Brianna Burnette
Design and Development of a Mobile Game - Based Learning Application in Synonyms, Antonyms, and Homonyms
Design and Development of a Mobile Game - Based Learning Application in Synonyms, Antonyms, and Homonyms Ellenita R. Red [email protected] Kenneth Edward D. Domingo [email protected] Kristian
DOCTOR OF PHILOSOPHY DEGREE. Educational Leadership Doctor of Philosophy Degree Major Course Requirements. EDU721 (3.
DOCTOR OF PHILOSOPHY DEGREE Educational Leadership Doctor of Philosophy Degree Major Course Requirements EDU710 (3.0 credit hours) Ethical and Legal Issues in Education/Leadership This course is an intensive
Foundations of the Montessori Method (3 credits)
MO 634 Foundations of the Montessori Method This course offers an overview of human development through adulthood, with an in-depth focus on childhood development from birth to age six. Specific topics
CHC theory is derived from the concept that there are three strata of human cognitive abilities that differ in breadth and generality.
Introduction 2011 Insight is a group-administered test of cognitive abilities for students, based upon the Cattell-Horn-Carroll (CHC) theory of cognitive abilities. Probably the best known and most widely
Level Design. Characters vs Levels. Level Design. Case Study: Matchstick puzzle
Level Design Characters vs Levels Characters and levels are essentially the main user interface of your game. Levels present the challenge or problem to solve, Characters present the tools to solve them.
Students Attitude towards Science and Technology
Students Attitude towards Science and Technology Najafi, Mohammad PhD, Dept. of Education, Faculty of Educational Sciences and Psychology, University of Isfahan, Isfahan, Iran. Ebrahimitabass, Ebrahim,
USING READING IN CONTENT AREA STRATEGIES TO IMPROVE STUDENT UNDERSTANDING IN FAMILY AND CONSUMER SCIENCES
Journal of Family and Consumer Sciences Education, Vol. 23, No. 2, Fall/Winter, 2005 USING READING IN CONTENT AREA STRATEGIES TO IMPROVE STUDENT UNDERSTANDING IN FAMILY AND CONSUMER SCIENCES Lynne Bell
Technological Attitude and Academic Achievement of Physics Students in Secondary Schools (Pp. 150-157)
An International Multi-Disciplinary Journal, Ethiopia Vol. 4 (3a) July, 2010 ISSN 1994-9057 (Print) ISSN 2070-0083 (Online) Technological Attitude and Academic Achievement of Physics Students in Secondary
Exam papers from RE 5100, Beginning Readers and Writers. Assessment Summary Sheet from RE 5715, Reading Assessment and Correction
Name: Angela McCrary Steele IRA Standards Artifacts Rationale Standard 1. Foundational Knowledge. 1.1 Candidates understand major theories and empirical research that describe the cognitive, linguistic,
Education. Research Experience (Funded Projects)
Mark Floryan (540) 672-8850 [email protected] Department of Computer Science 85 Engineer's Way Charlottesville, VA 24018 Education University of Massachusetts: Amherst, MA Fall 2008 Spring 2013
Kings Canyon Unified School District Gifted and Talented Education Program GATE
Kings Canyon Unified School District Gifted and Talented Education Program GATE Kings Canyon Unified School District offers a variety of programs to develop unique education opportunities for high-achieving
GRADUATE STUDENTS ADMINISTRATION AND SCORING ERRORS ON THE WOODCOCK-JOHNSON III TESTS OF COGNITIVE ABILITIES
, Vol. 46(7), 2009 Published online in Wiley InterScience (www.interscience.wiley.com) C 2009 Wiley Periodicals, Inc..20405 GRADUATE STUDENTS ADMINISTRATION AND SCORING ERRORS ON THE WOODCOCK-JOHNSON III
HEARTWOOD. Program Description
HEARTWOOD Heartwood, an Ethics Curriculum for Children, is a read- aloud literature- based curriculum, aims to teach elementary school students seven universal attributes of good character. Lessons and
PRO TASK FORCE: Changing Mode of Administration / epro
PRO TASK FORCE: Changing Mode of Administration / epro Chair: Stephen Joel Coons PhD Professor of Pharmacy and Public Health University of Arizona, Tucson, AZ, USA Speaker: Keith Wenzel BS Perceptive Informatics,
BRIEF REPORT: Short Form of the VIA Inventory of Strengths: Construction and Initial Tests of Reliability and Validity
International Journal of Humanities Social Sciences and Education (IJHSSE) BRIEF REPORT: Short Form of the VIA Inventory of Strengths: Construction and Initial Tests of Reliability and Validity Hadassah
Game Designs that Enhance Motivation and Learning for Teenagers
Game Designs that Enhance Motivation and Learning for Teenagers Laura Batson & Susan Feinberg Illinois Institute of Technology Abstract Educational computer games, also known as e-learning games, are slowly
Student Intelligence and Academic Achievement in Albanian Universities. Case of Vlora University
Student Intelligence and Academic Achievement in Albanian Universities. Case of Vlora University Ilirjan LIPI 1 Abstract: This study involves students of economic faculty that were attending bachelor in
Enhancing Critical Thinking and Daily-Life Application in a Psychology Course: A Case Album Approach
Enhancing Critical Thinking and Daily-Life Application in a Psychology Course: A Case Album Approach J.P. Leung, Darius K.S. Chan and Catherine S.K. Tang The Chinese University of Hong Kong A b s t r a
Professional Organization Checklist for the Computer Science Curriculum Updates. Association of Computing Machinery Computing Curricula 2008
Professional Organization Checklist for the Computer Science Curriculum Updates Association of Computing Machinery Computing Curricula 2008 The curriculum guidelines can be found in Appendix C of the report
A Cognitive Approach to Vision for a Mobile Robot
A Cognitive Approach to Vision for a Mobile Robot D. Paul Benjamin Christopher Funk Pace University, 1 Pace Plaza, New York, New York 10038, 212-346-1012 [email protected] Damian Lyons Fordham University,
Announcements. Project status demo in class
Web Design cs465 Announcements Project status demo in class Why? You will likely be involved in Web design You have many of the skills necessary Understand similarities and differences between GUI design
Improvement of Visual Attention and Working Memory through a Web-based Cognitive Training Program
. Improvement of Visual Attention and Working Memory through a Web-based Cognitive Training Program Michael Scanlon David Drescher Kunal Sarkar Context: Prior work has revealed that cognitive ability is
ASSESSMENT: Coaching Efficacy As Indicators Of Coach Education Program Needs
March, 2003 Volume 5, Issue 1 ASSESSMENT: Coaching Efficacy As Indicators Of Coach Education Program Needs Lena Fung, Ph.D. Department of Physical Education Hong Kong Baptist University Hong Kong, SAR
Issues in Information Systems Volume 15, Issue II, pp. 270-275, 2014
EMPIRICAL VALIDATION OF AN E-LEARNING COURSEWARE USABILITY MODEL Alex Koohang, Middle Georgia State College, USA, [email protected] Joanna Paliszkiewicz, Warsaw University of Life Sciences, Poland,
THE BARRIERS AND NEEDS OF ONLINE LEARNERS
Turkish Online Journal of Distance Education-TOJDE July 2014 ISSN 1302-6488 Volume: 15 Number: 3 Article 5 THE BARRIERS AND NEEDS OF ONLINE LEARNERS ABSTRACT Asst. Prof. Napaporn SRICHANYACHON Language
PERCEPTIONS OF TURKISH COMPUTER EDUCATION AND INSTRUCTIONAL TECHNOLOGY PROGRAM STUDENTS AND ALUMNI TOWARDS GAME USE IN EDUCATION
PERCEPTIONS OF TURKISH COMPUTER EDUCATION AND INSTRUCTIONAL TECHNOLOGY PROGRAM STUDENTS AND ALUMNI TOWARDS GAME USE IN EDUCATION Res. Ast.Kadir Yücel Kaya Middle East Technical University, Ankara, TURKEY
Poe Hall 640, Box 8101 (919) 923-3933. Doctoral Candidate in Human Factors Psychology
L A U R A A. W H I T L O C K Poe Hall 640, Box 8101 (919) 923-3933 [email protected] Raleigh, NC 27695 www.lacelab.org / www.gainsthroughgaming.org Google Scholar: http://bit.ly/lawhitlock EDUCATION Present
Effects of Teaching through Online Teacher versus Real Teacher on Student Learning in the Classroom
Effects of Teaching through Online Teacher versus Real Teacher on Student Learning in the Classroom Sirous Hadadnia Islamic Azad University-Mamasani Branch, Iran Norouz Hadadnia Zargan Office of Education,
Selecting a Master s Thesis Research Theme (Ideas for Thesis Research) DR. ANTHONY FAIOLA DR. KARL MACDORMAN
Selecting a Master s Thesis Research Theme (Ideas for Thesis Research) DR. ANTHONY FAIOLA DR. KARL MACDORMAN December 2007 Master s Thesis Research Proposals (Ideas for Thesis Research) The following topics
ACADEMIC DEGREES PROFESSIONAL EXPERIENCE
Heidi J. Higgins, Ph.D. Assistant Professor Department of Early Childhood, Elementary, Middle, Literacy and Special Education University of North Carolina Wilmington Address: Education Building 268, 601
