Experience points: learning, product literacy and game design

154416-Thumbnail Image.png
Description
Game design and product design are natural partners. They use similar tools. They reach the same users. They even share the same goal: to provide great user experiences.

This thesis asks, "Can game design build better product learning experiences, and if

Game design and product design are natural partners. They use similar tools. They reach the same users. They even share the same goal: to provide great user experiences.

This thesis asks, "Can game design build better product learning experiences, and if so, how?" It examines the learning situations created by and necessary for product design. It examines the principles of game learning. Then it looks for opportunities to apply game learning principles to product learning situations. The goal is to create engaging and successful product learning experiences, without turning products into games.

This study uses an auto-ethnographic evaluation of a gameplay session as well as participant observation and interviews with gamers to gather qualitative data. That data is sorted with an A(x4) framework and used to create user experience profiles.

The final outcome is a toolkit that identifies areas where game design could improve the design of product user experiences, especially for product learning.
Date Created
2016
Agent

From sewing circles to linky parties: women's sewing practices in the digital age

154397-Thumbnail Image.png
Description
For the past few decades, feminist researchers have worked tirelessly to recover the history of American women’s sewing – both the artifacts made and the processes, practices, and identities linked to the objects produced. With the transition to the digital

For the past few decades, feminist researchers have worked tirelessly to recover the history of American women’s sewing – both the artifacts made and the processes, practices, and identities linked to the objects produced. With the transition to the digital age, women are still sewing, but they are inventing, making, and distributing sewn objects using platforms and pathways online to share knowledge, showcase their handicrafts, and sell their wares. This dissertation examines contemporary sewing and asks how digital practices are extending and transforming the history of women’s sewing in America. I place my findings against the backdrop of women’s history by recounting how and why women sewed in previous eras. This dissertation demonstrates how past sewing practices are being repeated, remixed, and reimagined as women meet to sew, socialize, and collaborate on the web.

The overall approach to this project is ethnographic in nature, in that I collected data by participating alongside my female subjects in the online settings they frequent to read about, write about, and discuss sewing, including blogs, email, and various social media sites. From these interactions, I provide case studies that illuminate my findings on how women share sewing knowledge and products in digital spaces. Specifically, I look at how women are using digital tools to learn and teach sewing, to sew for activist purposes, and to pursue entrepreneurship. My findings show that sewing continues to be a highly social activity for women, although collaboration and socializing often happen from geographically distanced locations and are enabled by online communication. Seamstresses wanting to provide sewing instruction are able to archive their knowledge electronically and disperse it widely, and those learning to sew can access this knowledge by navigating paths through a plethora of digital resources. Activists are able to recruit more widely when seeking participants for their causes and can send handmade goods to people in need around the globe. Although gender biases continue to plague working women, the internet provides new opportunities for female entrepreneurship and allows women to profit from their sewing skills.
Date Created
2016
Agent

Bringing Mormon discourse out of the Twilight: exploring how fans recognize, reflect, reinterpret, and resist multiple discourses in and around the seductive saga

153446-Thumbnail Image.png
Description
ABSTRACT

The purpose of this study is to explore how LDS (Mormon) fans of Stephenie Meyer's Twilight saga make meanings from the text in the blogging community known as the Bloggernacle. It investigates how fans recognize, reflect, reinterpret, and resist

ABSTRACT

The purpose of this study is to explore how LDS (Mormon) fans of Stephenie Meyer's Twilight saga make meanings from the text in the blogging community known as the Bloggernacle. It investigates how fans recognize, reflect, reinterpret, and resist meanings surrounding multiple Big "D" Discourses (Gee, 1999/2010; 2011) in and around the text. It examines the ways in which LDS fans (Church of Jesus Christ of Latter-day Saints) of the Twilight saga use language in order to signify membership in a particular Discourse. In addition, it seeks to understand how LDS fans use language to perform various identities and position themselves and others within the digital space.

This dissertation study analyzes the threads of five blogs and three discussion forums using the combined methods of critical ethnography (Carspecken, 1996) and Gee's (1999, 2010;2011) discourse analysis. It concludes, that, while multiple Discourses are present within the conversational threads, mainstream Mormon Discourse remains dominant and normalized within the space, which both informs and limits the interpretations available to Mormon fans. In addition, identity performance is negotiated in the blogs, and members form specific sub-communities within the Bloggernacle so as to create a space for those with distinct ways of believing, valuing, knowing, and identifying.
Date Created
2015
Agent

Playing vocabulary games and learning academic language with gifted elementary students

153389-Thumbnail Image.png
Description
Learning academic vocabulary is part of the curriculum for elementary students. Many gifted students learn new words easily but do not necessarily feel positive about studying vocabulary at school. They also do not transfer these words to their own writing.

Learning academic vocabulary is part of the curriculum for elementary students. Many gifted students learn new words easily but do not necessarily feel positive about studying vocabulary at school. They also do not transfer these words to their own writing. This researcher used games in her own fifth-grade classroom to teach vocabulary and measured the use of these words in the students' writing. This study also examined students' attitudes about learning vocabulary through games. This mixed-methods study used quantitative data to study the students' retention of the vocabulary words, their usage of the words in their writing, and their attitude toward playing games to learn vocabulary. The researcher also used qualitative data to measure the students' attitudes toward learning with games. Three different vocabulary games were used and one editing game was used during this 18-week study. Quantitative data from test scores and questionnaire responses were analyzed comparing pre and post responses. Writing samples and word tallies were collected throughout the study. Students learned the definitions of vocabulary words while playing games and retained the meanings after 18 weeks, achieving a mean score on the posttest of 71%. No significant usage of the relevant words in student writing samples was found. Qualitative data from questionnaires and field notes were coded and analyzed. A significant gain was shown in how students felt about studying vocabulary after playing games. This study showed positive results in all areas measured.
Date Created
2015
Agent

Ownschooling: the use of technology in 10 unschooling families

153083-Thumbnail Image.png
Description
Unschooling is a child-centered educational philosophy that eschews teachers,

schools, curricula, grades and tests. Unschool practitioners have complete freedom to choose what they want to learn, when, to what level, and for how long. Unschooling families use the World Wide

Unschooling is a child-centered educational philosophy that eschews teachers,

schools, curricula, grades and tests. Unschool practitioners have complete freedom to choose what they want to learn, when, to what level, and for how long. Unschooling families use the World Wide Web to provide a bespoke academic experience at home. This study compares qualitative data collected from questionnaires and semi-structured interviews conducted with 10 unschooling families with quantitative data collected from 5 children within these families using a tracking and monitoring software. The software captured the duration of use, keystrokes, mouseclicks, and screenshots for all programs and websites for 14 days. Children stated they used technology less than 6 hours a day, and parents stated children used them less than 8 hours a day. Quantitative data shows the children use technology at least 10 hours a day, suggesting usage self-reports may not be reliable. The study revealed hardware form factor was the number one determinate of application use. Almost exclusively social media was used on smartphones, internet browsing on tablets, and creative endeavors such as modding, hacking, fan fiction writing, and video game level building all took place exclusively on laptops and desktops. Concurrent use of differing hardware form factors was the norm observed. Participants stated YouTube, Wikipedia and Khan Academy were the websites most used for knowledge gathering. The tracking software verified YouTube and Wikipedia were the most used websites, however when accessed on the PC, those sites were used almost exclusively for video game related purposes. Over 90% of the total PC use was spent on video games. More traditional educational activities were done primarily on tablets and on parent smartphones with parental engagement. Khan Academy was not used by the

participants in the 14 day monitoring period. 90 day web browser logs indicated Khan Academy was used by individuals no more than 3 times in a 90 day period,

demonstrating the inherent risks in relying upon internet usage self-reports without

quantitative software for verification. Unschooling children spent between 30 and 60 hours a week using technology.
Date Created
2014
Agent

Composing Facebook: digital literacy and incoming writing transfer in first-year composition

153038-Thumbnail Image.png
Description
Most new first-year composition (FYC) students already have a great deal of writing experience. Much of this experience comes from writing in digital spaces, such as Facebook, Twitter, Instagram, and Pinterest. This type of writing is often invisible to students:

Most new first-year composition (FYC) students already have a great deal of writing experience. Much of this experience comes from writing in digital spaces, such as Facebook, Twitter, Instagram, and Pinterest. This type of writing is often invisible to students: they may not consider it to be writing at all. This dissertation seeks to better understand the actual connections between writing in online spaces and writing in FYC, to see the connections students see between these types of writing, and to work toward a theory for making use of those connections in the FYC classroom. The following interconnected articles focus specifically on Facebook--the largest and most ubiquitous social network site (SNS)-- as a means to better understand students' digital literacy practices.

Initial data was gathered through a large-scale survey of FYC students about their Facebook use and how they saw that use as connected to composition and writing. Chapter 1 uses the data to suggest that FYC students are not likely to see a connection between Facebook and FYC but that such a connection exists. The second chapter uses the same data to demonstrate that men and women are approaching Facebook slightly differently and to explore what that may mean for FYC teachers. The third chapter uses 10 one-on-one interviews with FYC students to further explore Facebook literacies. The interviews suggest that the literacy of Facebook is actually quite complex and includes many modes of communication in addition to writing, such as pictures, links, and "likes." The final chapter explores the issue of transfer. While transfer is popular in composition literature, studies tend to focus on forward-reading and not backward-reaching transfer. This final chapter stresses the importance of this type of transfer, especially when looking back at digital literacy knowledge that students have gained through writing online.

While these articles are intended as stand-alone pieces, together they demonstrate the complex nature of literacies on Facebook, how they connection to FYC, and how FYC teachers may use them in their classrooms. They serve as a starting off point for discussions of effective integration of digital literacies into composition pedagogies.
Date Created
2014
Agent

Shibboleth: an automated foreign accent identification program

Description
The speech of non-native (L2) speakers of a language contains phonological rules that differentiate them from native speakers. These phonological rules characterize or distinguish accents in an L2. The Shibboleth program creates combinatorial rule-sets to describe the phonological pattern of

The speech of non-native (L2) speakers of a language contains phonological rules that differentiate them from native speakers. These phonological rules characterize or distinguish accents in an L2. The Shibboleth program creates combinatorial rule-sets to describe the phonological pattern of these accents and classifies L2 speakers into their native language. The training and classification is done in Shibboleth by support vector machines using a Gaussian radial basis kernel. In one experiment run using Shibboleth, the program correctly identified the native language (L1) of a speaker of unknown origin 42% of the time when there were six possible L1s in which to classify the speaker. This rate is significantly better than the 17% chance classification rate. Chi-squared test (1, N=24) =10.800, p=.0010 In a second experiment, Shibboleth was not able to determine the native language family of a speaker of unknown origin at a rate better than chance (33-44%) when the L1 was not in the transcripts used for training the language family rule-set. Chi-squared test (1, N=18) =1.000, p=.3173 The 318 participants for both experiments were from the Speech Accent Archive (Weinberger, 2013), and ranged in age from 17 to 80 years old. Forty percent of the speakers were female and 60% were male. The factor that most influenced correct classification was higher age of onset for the L2. A higher number of years spent living in an English-speaking country did not have the expected positive effect on classification.
Date Created
2013
Agent