Deep Learning with Virtual Agents: How Accented and Synthetic Voices Affect Outcomes

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Description
The current study investigates accent effects using virtual agents in the context of a multimedia learning environment. In a 2 (voice type: human, synthetic) x 2 (voice accent: English, Russian) between-subjects factorial design, the source and accent of the agent’s

The current study investigates accent effects using virtual agents in the context of a multimedia learning environment. In a 2 (voice type: human, synthetic) x 2 (voice accent: English, Russian) between-subjects factorial design, the source and accent of the agent’s voice were manipulated. Research has shown that an instructor’s accent can have an impact on learning outcomes and perceptions of the instructor. However, these outcomes and perceptions have yet to be fully understood in the context of a virtual human instructor. Outcome measures collected included: knowledge retention, knowledge transfer, and cognitive load. Perception measures were collected using the Agent Persona Instrument-Revised, API-R, and a speaker-rating survey. Overall, there were no significant differences between the accented conditions. However, the synthetic condition had significantly lower knowledge retention, knowledge transfer, and mental effort efficiency than the professional voices in the human condition. Participants rated the human recordings higher on speaker-rating and API-R measures. These findings demonstrate the importance of considering the quality of the voice when designing multimedia learning environments.
Date Created
2022
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The Role of ICAP in Effective Course Design: A Learning Analytic Evaluation

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Description
Recently, the Interactive-Constructive-Active-Passive (ICAP) framework has been gaining increasing prominence in cognitive and learning sciences. The ICAP theory asserts that students learn more deeply when they are cognitively engaged in generative and collaborative learning. Indeed, prior studies have established the

Recently, the Interactive-Constructive-Active-Passive (ICAP) framework has been gaining increasing prominence in cognitive and learning sciences. The ICAP theory asserts that students learn more deeply when they are cognitively engaged in generative and collaborative learning. Indeed, prior studies have established the value of the ICAP framework for predicting student learning. However, the framework has yet to become widely used by practitioners, possibly due to the lack of accessible resources for applying the framework instruction design. This study sought to fill that gap by implementing and validating the ICAP instructional rubric instrument to rate the design of college chemistry courses at a large public university in the southwest and exploring its relationships with several metrics of student performance via multiple regression analysis: a) level of participation; b) final exam grades; c) course grades; d) course retention; and e) course attrition. This study analyzed data from the university’s learning management system and included student-level controls such as markers of prior academic performance (i.e., GPA and SAT scores) as well as student demographics. The findings of this study suggest that the ICAP framework may be a useful tool for instructors to improve course design. In addition, the ICAP framework’s predictive claims on student deeper learning were further validated by the results of this study.
Date Created
2022
Agent

Centering Learning Theory in the Design and Study of Social Studies-Themed Simulation Games: A Three-part Study

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Description
This dissertation takes up the topic of simulations in social studies education. Though simulations are taken up widely by social studies educators, and though they are described as best practice in social studies standards documents and teacher evaluation rubrics, the

This dissertation takes up the topic of simulations in social studies education. Though simulations are taken up widely by social studies educators, and though they are described as best practice in social studies standards documents and teacher evaluation rubrics, the term lacks specificity. Additionally, design, research, and implementation efforts associated with social studies simulations often lack theoretical grounding and clarity. A major consequence of this lack of conceptual and theoretical clarity is curriculum violence perpetrated upon young people, particularly along racial and socioeconomic lines, as the result of poorly conceived simulations.This dissertation is presented as three standalone manuscripts, bookended by an Introduction and a Conclusion. In the Introduction, I present an overview of the social studies simulation literature. In Chapter Two, I propose mechanics analysis, a methodological approach to systematically analyzing social studies simulations and games. In Chapter Three, I report on an empirical study using mechanics analysis to analyze three digital social studies-themed simulation games: Offworld Trading Company, Frostpunk, and Surviving Mars. In Chapter Four, I build on the previous two chapters to coordinate the salient research and theory across three field—history and social studies education, learning sciences, and games scholarship—to propose a design theory for a particular kind of simulation game: disciplinarily integrated, consequentially engaging simulation games, or DICES. Finally, I conclude with Chapter Five, in which I highlight what I view as the implications of this work as a whole, including for teachers, teacher educators, researchers, and designers.
Date Created
2021
Agent

Literacies at Play: Digital-Age Literacies in High School Esports

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Description
The growth of electronic sports (esports) is undeniable. One dimension of esports’ growth can be seen in its adoption as an extracurricular club activity across an increasing number of high schools in the United States. Researchers and educators in literacy

The growth of electronic sports (esports) is undeniable. One dimension of esports’ growth can be seen in its adoption as an extracurricular club activity across an increasing number of high schools in the United States. Researchers and educators in literacy have increasingly recognized and emphasized the study of students’ everyday lives and interests, calling for responsiveness to the ways students actually experience literacies versus how they are traditionally taught. In this respect, the popularity of esports in high schools positions it as an activity in the everyday lives of an increasing number of students. As such, this dissertation project explored the topic of esports in high schools through a lens of multiliteracies and digital-age literacies. This work addresses an important knowledge gap because students are converging to reveal an ecosystem where they are drawing from and building on their everyday literacies in non-trivial ways. And although there is a growing body of multidisciplinary scholarly work on esports, relatively little work has explored esports in high schools. Therefore, I asked the overarching question: How are digital-age multiliteracies taking place in high school esports contexts? Specifically, I focused on the digital-age literacy practices, demands, and perspectives in high school esports. Guided by research questions on these three topics, I carried out a study of two high school esports clubs for 22 weeks. This study was guided by qualitative, interpretive, naturalistic, ethnographic, and case study research designs. My findings describe six assertions: (1) literacy practices were used to engage with each other in communal and competitive ways; (2) the social functions of esports’ literacy practices take precedence over scholastic goals; (3) literacy demands of esports emphasize unambiguous and timely multimodal communication for managing teams and scheduling events; (4) literacy demands of high school esports focus on multidimensional fluencies between what is on and what is around the screens; (5) participants characterize the engagement with esports as positively contributing to “belonging”, of a “safe space”, and of opportunities for “critical thinking”; and (6) participants characterize their engagement with high school esports as positively contributing to future occupational or educational preparedness and health.
Date Created
2021
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Exploring the Efficacy of Using Augmented Reality to Alleviate Common Misconceptions about Natural Selection

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Description
Evidence suggests that Augmented Reality (AR) may be a powerful tool for

alleviating certain, lightly held scientific misconceptions. However, many

misconceptions surrounding the theory of evolution are deeply held and resistant to

change. This study examines whether AR can

Evidence suggests that Augmented Reality (AR) may be a powerful tool for

alleviating certain, lightly held scientific misconceptions. However, many

misconceptions surrounding the theory of evolution are deeply held and resistant to

change. This study examines whether AR can serve as an effective tool for alleviating

these misconceptions by comparing the change in the number of misconceptions

expressed by users of a tablet-based version of a well-established classroom simulation to

the change in the number of misconceptions expressed by users of AR versions of the

simulation.

The use of realistic representations of objects is common for many AR

developers. However, this contradicts well-tested practices of multimedia design that

argue against the addition of unnecessary elements. This study also compared the use of

representational visualizations in AR, in this case, models of ladybug beetles, to symbolic

representations, in this case, colored circles.

To address both research questions, a one-factor, between-subjects experiment

was conducted with 189 participants randomly assigned to one of three conditions: non

AR, symbolic AR, and representational AR. Measures of change in the number and types

of misconceptions expressed, motivation, and time on task were examined using a pair of

planned orthogonal contrasts designed to test the study’s two research questions.

Participants in the AR-based condition showed a significantly smaller change in

the number of total misconceptions expressed after the treatment as well as in the number

of misconceptions related to intentionality; none of the other misconceptions examined

showed a significant difference. No significant differences were found in the total

number of misconceptions expressed between participants in the representative and

symbolic AR-based conditions, or on motivation. Contrary to the expectation that the

simulation would alleviate misconceptions, the average change in the number of

misconceptions expressed by participants increased. This is theorized to be due to the

juxtaposition of virtual and real-world entities resulting in a reduction in assumed

intentionality.
Date Created
2019
Agent

Assessing Adaptive Learning Styles in Computer Science Through a Virtual World

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Description
Programming is quickly becoming as ubiquitous and essential a skill as general mathematics. However, many elementary and high school students are still not aware of what the computer science field entails. To make matters worse, students who are introduced to

Programming is quickly becoming as ubiquitous and essential a skill as general mathematics. However, many elementary and high school students are still not aware of what the computer science field entails. To make matters worse, students who are introduced to computer science are frequently being fed only part of what it is about rather than its entire construction. Consequently, they feel out of their depth when they approach college. Research has discovered that by teaching computer science and programming through a problem-driven approach and focusing on a combination of syntax and computational thinking, students can be prepared when entering higher levels of computer science education.

This thesis describes the design, development, and early user testing of a theory-based virtual world for computer science instruction called System Dot. System Dot was designed to visually manifest programming instructions into interactable objects, giving players a way to see coding as tangible entities rather than text on a white screen. In order for System Dot to convey the true nature of computer science, a custom predictive recursive descent parser was embedded in the program to validate any user-generated solutions to pre-defined logical platforming puzzles.

Steps were taken to adapt the virtual world to player behavior by creating a system to detect their learning style playing the game. Through a dynamic Bayesian network, System Dot aims to classify a player’s learning style based on the Felder-Sylverman Learning Style Model (FSLSM). Testers played through the first half of System Dot, which was enough to test out the Bayesian network and initial learning style classification. This classification was then compared to the assessment by Felder’s Index of Learning Styles Questionnaire (ILSQ). Lastly, this thesis will also discuss ways to use the results from the user testing to implement a personalized feedback system for the virtual world in the future and what has been learned through the learning style method.
Date Created
2017
Agent

An Architecture for Designing Content Agnostic Game Mechanics for Educational Burst Games

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Description
Currently, educational games are designed with the educational content as the primary factor driving the design of the game. While this may seem to be the optimal approach, this design paradigm causes multiple issues. For one, the games themselves are

Currently, educational games are designed with the educational content as the primary factor driving the design of the game. While this may seem to be the optimal approach, this design paradigm causes multiple issues. For one, the games themselves are often not engaging as game design principles were put aside in favor of increasing the educational value of the game. The other issue is that the code base of the game is mostly or completely unusable for any other games as the game mechanics are too strongly connected to the educational content being taught. This means that the mechanics are impossible to reuse in future projects without major revisions, and starting over is often more time and cost efficient.

This thesis presents the Content Agnostic Game Engineering (CAGE) model for designing educational games. CAGE is a way to separate the educational content from the game mechanics without compromising the educational value of the game. This is done by designing mechanics that can have multiple educational contents layered on top of them which can be switched out at any time. CAGE allows games to be designed with a game design first approach which allows them to maintain higher engagement levels. In addition, since the mechanics are not tied to the educational content several different educational topics can reuse the same set of mechanics without requiring major revisions to the existing code.

Results show that CAGE greatly reduces the amount of code needed to make additional versions of educational games, and speeds up the development process. The CAGE model is also shown to not induce high levels of cognitive load, allowing for more in depth topic work than was attempted in this thesis. However, engagement was low and switching the active content does interrupt the game flow considerably. Altering the difficulty of the game in real time in response to the affective state of the player was not shown to increase engagement. Potential causes of the issues with CAGE games and potential fixes are discussed.
Date Created
2017
Agent

Exploring the use of augmented reality to support cognitive modeling in art education

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Description
The present study explored the use of augmented reality (AR) technology to support cognitive modeling in an art-based learning environment. The AR application used in this study made visible the thought processes and observational techniques of art experts for the

The present study explored the use of augmented reality (AR) technology to support cognitive modeling in an art-based learning environment. The AR application used in this study made visible the thought processes and observational techniques of art experts for the learning benefit of novices through digital annotations, overlays, and side-by-side comparisons that when viewed on mobile device appear directly on works of art.

Using a 2 x 3 factorial design, this study compared learner outcomes and motivation across technologies (audio-only, video, AR) and groupings (individuals, dyads) with 182 undergraduate and graduate students who were self-identified art novices. Learner outcomes were measured by post-activity spoken responses to a painting reproduction with the pre-activity response as a moderating variable. Motivation was measured by the sum score of a reduced version of the Instructional Materials Motivational Survey (IMMS), accounting for attention, relevance, confidence, and satisfaction, with total time spent in learning activity as the moderating variable. Information on participant demographics, technology usage, and art experience was also collected.

Participants were randomly assigned to one of six conditions that differed by technology and grouping before completing a learning activity where they viewed four high-resolution, printed-to-scale painting reproductions in a gallery-like setting while listening to audio-recorded conversations of two experts discussing the actual paintings. All participants listened to expert conversations but the video and AR conditions received visual supports via mobile device.

Though no main effects were found for technology or groupings, findings did include statistically significant higher learner outcomes in the elements of design subscale (characteristics most represented by the visual supports of the AR application) than the audio-only conditions. When participants saw digital representations of line, shape, and color directly on the paintings, they were more likely to identify those same features in the post-activity painting. Seeing what the experts see, in a situated environment, resulted in evidence that participants began to view paintings in a manner similar to the experts. This is evidence of the value of the temporal and spatial contiguity afforded by AR in cognitive modeling learning environments.
Date Created
2016
Agent

The effect of embedded questions in programming education videos

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Description
One of the primary objective in a computer science related course is for students to be able to write programs implementing the concepts covered in that course. In educational psychology, however, learning gains are more commonly measured using recall or

One of the primary objective in a computer science related course is for students to be able to write programs implementing the concepts covered in that course. In educational psychology, however, learning gains are more commonly measured using recall or problem solving questions. While these types of questions are relevant to computer science exams, they do not necessarily reflect a student’s ability to apply concepts by writing an original program to solve a novel problem.

This thesis investigates the effectiveness of including questions within instructional multimedia content to improve student performance on a related programming assignment. Similar techniques have proven effective in educational psychology research using other measures. The objective of this thesis is to apply educational techniques used in other domains to an experiment with real world measures of students in a computer science course. The findings of this paper demonstrate that the techniques used were promising in improving student performance on a programming assignment.
Date Created
2016
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Exploring the use of tablet applications for emergency resuscitation practice

Description
As technology has advanced in recent years, tablet devices have started to make their way into all walks of life. Yet, many medical documentation processes still see the use of paper. Though the paper based documentation method has been shown

As technology has advanced in recent years, tablet devices have started to make their way into all walks of life. Yet, many medical documentation processes still see the use of paper. Though the paper based documentation method has been shown to be effective for some purposes, the introduction of tablet devices has the potential to make the documentation processes a lot smoother. In this thesis, tablet based documentation systems are reviewed, and based on this, a new custom application is developed that medical staff can use with ease. This new application, developed for an iPad is one where users can fully customize their own forms for different uses in the intensive care unit for resuscitation scenarios. The thesis discusses the architecture behind this application along with designing different elements of the system. Through this thesis project, the application was evaluated to see if such a complex documentation process can be easily used and created on a tablet device. The medical staff surveyed, responded positively to the use of the application and agreed that the electronic documentation usage and creation is a powerful tool that could help improve resuscitation practice by making it more efficient.
Date Created
2016
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