Attitude Toward Context and Self-efficacy in and Willingness for Adaptability of Engineering Faculty in Two Divergent Curricular Change Contexts: A Quantitative and Qualitative Analysis

168439-Thumbnail Image.png
Description
Although knowledge about effective teaching and learning exists, and theories of change strategies are considered, the lack of the understanding of the behavior of engineering faculty during curricular change remains a major contributor against robust efforts for change. In this

Although knowledge about effective teaching and learning exists, and theories of change strategies are considered, the lack of the understanding of the behavior of engineering faculty during curricular change remains a major contributor against robust efforts for change. In this work, faculty adaptability is conceptualized as self-regulation during curricular change. Faculty participants were recruited from two divergent curricular change contexts: one that is prescribed with interdependence while the other is emergent with uncertainty. In this study, attitude toward context’s strength is conceptualized along the four dimensions of clarity, consistency, constraints, and consequences of the context, while faculty’s self-efficacy and willingness for adaptability are conceptualized along the three dimensions of planning, reflecting, and adjusting. This study uses a mixed method, quantitative-qualitative, sequential explanatory research design. The quantitative phase addresses the question of “How does faculty group in the first context differ from faculty group in the second context in terms of self-efficacy and willingness for planning, adjusting, and reflecting?” The qualitative phase addresses the question of “How do faculty respond to curricular change, as exhibited in their activities of planning, adjusting, and reflecting during change?” Findings point to differences in patterns of correlations between attitude toward context with both self-efficacy and willingness across the two contexts, even though analysis showed no significant differences between attitude toward context, self-efficacy, and willingness across the two contexts. Moreover, faculty participants’ willingness for adjusting, in both contexts, was not correlated with neither attitude toward context’s clarity nor constraints. Furthermore, in the prescribed context, Group A faculty (self-identified as Lecturers, Senior Lecturers, or Adjunct Faculty) showed higher willingness for planning, adjusting, and reflecting activities, compared to Group B faculty (self-identified as Assistant, Associate or Full Professors). Also, in the prescribed context, Group A faculty showed no overall significant correlation with attitude toward context. This study has implications on the way change is conceived of, designed, and implemented, when special attention is given to faculty as key change agents. Without the comprehensive understanding of the adaptability of faculty as key change agents in the educational system, the effective enacting of curricular change initiatives will remain unfulfilled.
Date Created
2021
Agent

Engineers Telling Stories: How Engineering Advancements are Being Used to Create More Immersive Theme Park Attractions

165463-Thumbnail Image.png
Description

The theme park industry is rapidly growing, as massive companies spend billions of dollars to create increasingly advanced attractions and lands for guests. This paper defines immersion and presence and explores how theme parks are designed. It will then explore

The theme park industry is rapidly growing, as massive companies spend billions of dollars to create increasingly advanced attractions and lands for guests. This paper defines immersion and presence and explores how theme parks are designed. It will then explore the newest ride systems, exploring how technology is used in combination with a themed environment and story to meet and exceed guests’ expectations of an attraction. Attractions also use a variety of displays to convey important information and story elements along with audio. These principles are used to propose an advancement of an element that can be added to previously existing attractions to make guests feel more immersed and part of the story.

Date Created
2022-05
Agent

Current American Perception of Unique Patient Identifiers in Relation to Enhancing Health Information Exchange: Trade-Offs, Implications, and Future Possible Use Within the United States

165115-Thumbnail Image.png
Description

Patient identification is becoming more crucially important, particularly as healthcare is becoming more data based and automated. Patient misidentification can cause a series of issues that affect patient safety and the quality of care, including increased time and money from

Patient identification is becoming more crucially important, particularly as healthcare is becoming more data based and automated. Patient misidentification can cause a series of issues that affect patient safety and the quality of care, including increased time and money from the medical institution. Additionally, with the lack of standardization for identifying patients, interoperability is limited and Health Information Exchange cannot be optimized, One partial solution to the problem would be the implementation of a Unique Patient Identifier system; however, the United States has had some controversy over the implementation of such as system in the past as Congress prohibited any funding from going towards a UPI system in 1998 after HIPAA introduced a Unique Patient Identifier mandate in 1996. However, with more than 2 decades passing since the Congressional ban, the general American perception of Unique Patient Identifiers is not well known. This study attempts to answer the question of the current American perception of the implementation of a UPI system through an informational survey that induces critical thinking when answering qualitative questions with supportive quantitative questions. Participants were generally in favor of the implementation of a UPI system, and through a Chi-square analysis, it was shown that there was an association between knowledge learned about Unique Patient Identifiers in relation to the current identification system and developing a positive perception towards UPI implementation; however, this study cannot be generalized to the public as the sample size was not large enough and was not representative of the entire population. Still, future research should be conducted in relation to this subject as UPIs are a potential solution to our current “identity crisis”.

Date Created
2022-05
Agent

A Study on the Impact of Interactivity on Learning and Usability in Online Learning Websites

164960-Thumbnail Image.png
Description

Online learning has been more prevalent since the rapid increase of the technology field, this paper examines if the interactivity of an online learning website can affect learning, usability, and time spent interacting. Participants were collected from Amazon Mechanical Turk,

Online learning has been more prevalent since the rapid increase of the technology field, this paper examines if the interactivity of an online learning website can affect learning, usability, and time spent interacting. Participants were collected from Amazon Mechanical Turk, and they were compensated $1.00 for their time. 39 participants received one of three online learning conditions on the ideal gas law with varying levels of interactivity (video, simulation, quiz). The participants took a pretest, interacted with their condition for a set time, then completed a posttest and a usability survey. An ANOVA was conducted on time, usability, and posttest transfer scores. A repeated measures ANOVA was conducted on pretest and posttest recall scores. There was no significance found for learning, usability, or time spent interacting with the online learning platform. Further studies should consider exposing participants to learning materials for longer periods of time.

Date Created
2022-05
Agent

ASU's COVID-19 Response, the Impact to the College Experience, and Assessment of Systems Adopted

162317-Thumbnail Image.png
Description

This paper explores the technological systems used by Arizona State University’s Housing department during the course of 2020-2021 and 2021-2022 school years at the height of the COVID-19 pandemic which struck the state of Arizona. The COVID-19 epidemic is the

This paper explores the technological systems used by Arizona State University’s Housing department during the course of 2020-2021 and 2021-2022 school years at the height of the COVID-19 pandemic which struck the state of Arizona. The COVID-19 epidemic is the largest pandemic in recent memory. It has affected all walks of life, from social economic damages, widespread panic and the rise of civil unrest. One of the most profound effects from this generation of students is the impact it has had in all levels of education from kindergarten to graduate school. The American education system has been heavily affected since the pandemic first started. Due to the lockdowns, traditional education practices such as in-person classrooms, class labs, and even the psychological impact of physical distancing has affected students’ educational experiences. This disruption has also greatly affected our college system. In response to problems such as the lockdowns, slow rate of infections per student, many colleges have made extensive use of technological aids, substitutes, and systems to combat the damage done to the education system. This resulted in switching of in-person course work to online based assignments and tests. The colleges response to the pandemic has not only been online, but in-person as well. ASU has adopted a variety of systems to track its students’ and employees’ health statuses. This is done via the use of the Daily Heath Check System (an application used by ASU to track the health of both students and faculty), and the use of randomized testing. This enabled the tracking and monitoring of the rate of infections within the ASU community. ASU has also installed hand sanitizer machines in every building as well as providing a supply of health and safety equipment to necessary staff. These systems, products, and preventative practices have been put into place for the protection of not only the students but employees of ASU. However, one key consideration about the adoption of these measures, is whether or not they are truly effective. One of the areas explored are the problems with the adoption of these systems and how they were implemented. Meaning that these systems adopted resulted in either less then successful outcomes or causing student displeasure towards the systems that were implemented.

Date Created
2021-12
Agent

Fastpass to Immersion: Design Principles for Immersive Theme Park Attractions

148488-Thumbnail Image.png
Description

Immersion has become a key buzzword in the theme park industry, with many themed lands and attractions being designed with this objective in mind. This paper defines immersion through the concept of the ironic imagination and examines its role in

Immersion has become a key buzzword in the theme park industry, with many themed lands and attractions being designed with this objective in mind. This paper defines immersion through the concept of the ironic imagination and examines its role in theme park attractions. A literature review was first conducted to identify general design principles for the creation of immersive theme park attractions. Authentic settings that utilize all of the senses were considered first, along with a system of positive and negative cues for evaluating immersive experiences. The importance of simple and emotional stories was also addressed, before investigating the role that employees and guests play in an immersive attraction. Eight design principles were identified, and using these principles a blue sky design for an immersive theme park attraction was developed. An overview of the attraction is included and accompanied by an analysis of how the design principles were applied.

Date Created
2021-05

The Effects of Higher Agency Roles on Learning and Perceptions

158662-Thumbnail Image.png
Description
Educational technologies can be great tools for learning. The implementation of learning aids and scaffolds within these technologies often make them effective; however, due to various problems, students may take more passive approaches to learning when using these educational tools.

Educational technologies can be great tools for learning. The implementation of learning aids and scaffolds within these technologies often make them effective; however, due to various problems, students may take more passive approaches to learning when using these educational tools. This tends to lead to interactions that impair learning. This study approaches this issue by reexamining the learner’s role when interacting with educational technologies. Specifically, the current study attempts to support learning and perceptions by inviting students to approach a learning task like an interface designer or instructional designer. These roles derive from a previous study on higher agency roles. The results of the current study indicate that participants learned across all conditions, suggesting the assignment of roles may not impair learning. However, learning outcomes did not differ between conditions. Additionally, the interface designer and instructional designer roles were more critical of the sounds and organizations of each video than the learner role. Limitations of the study and future directions are discussed.
Date Created
2020
Agent

Investigating the Novelty Effect in Virtual Reality on STEM Learning

158443-Thumbnail Image.png
Description
The science, technology, engineering, and math (STEM) education community is interested in using virtual reality (VR) to help students learn STEM knowledge. Prior research also provided evidence that VR learning can increase students’ motivation and learning achievement. However, it was

The science, technology, engineering, and math (STEM) education community is interested in using virtual reality (VR) to help students learn STEM knowledge. Prior research also provided evidence that VR learning can increase students’ motivation and learning achievement. However, it was not clear whether the effect of VR on learning was partly from sensory novelty and whether the effectiveness was sustainable. This study was to satisfy the concern on the sustainability of VR STEM learning in instruction and address the research gaps in exploring the effect of VR on a STEM learning experience with a consideration of novelty.

The study used a mixed-methods experimental design and involved a three-session VR STEM learning intervention. The quantitative data was collected through the intervention by survey questionnaire, session quiz, and pre- and post-tests, while the interviews were taken after the intervention. The structural equation modeling method was used to explore the relationships among factors in the VR learning experience. Longitudinal quantitative comparisons were conducted with the multiple imputation method. Its purpose was to evaluate the changing magnitude of factors across sessions. After quantitative analysis, interview transcripts were analyzed. They were used to triangulate or provide context for understanding of quantitative results.

The results showed that motivation and engagement play a critical mediation role in an effective VR learning experience. While individuals’ psychological responses and motivation may significantly increase in a VR learning experience for novelty, the novelty effect may not steeply decrease when individuals are becoming familiar with the novelty. This phenomenon is more observable in a VR condition having a high degree of immersion and embodiment. In addition, novelty does not necessarily increase learning achievement. The increase of learning achievement is more dependent on a match between the learning content and the learning method. The embodied learning method is appropriate for instructing difficult knowledge and spatial knowledge. Reserving enough time for reflection is important to deep learning in a VR environment.
Date Created
2020
Agent

An Exploration of User-Informed Design

131305-Thumbnail Image.png
Description
This paper describes the development of a mobile application aimed at facilitating the communication and collaboration of roommates with regards to grocery shopping, food-sharing, and cost-splitting. The approach involves several methods of user-informed design. First, I conducted an analysis of

This paper describes the development of a mobile application aimed at facilitating the communication and collaboration of roommates with regards to grocery shopping, food-sharing, and cost-splitting. The approach involves several methods of user-informed design. First, I conducted an analysis of user needs, interviewing potential end-users to gauge shopping habits and behaviors. Second, using iterative wireframing and a design tool called Figma, I constructed a working prototype of the design. Third, the prototype was used in a usability study, focused on uncovering pain points and other insights regarding the performance of the app. The usability tests were designed to simulate tasks that users might reasonably encounter when using the app. Finally, a second analysis of user needs was conducted, this time on a much larger scale. These methods were used to develop several informed design decisions that could improve the overall usability in future iterations of the design.
Date Created
2020-05
Agent

Self-Efficacy and Learning of Engineering Concepts Through Gamification

131373-Thumbnail Image.png
Description
The relationship between video games and education is something that has been studied extensively in academia. Based upon these studies a new concept was created, gamification. Gamification is the next step in video game research to analyze why video games

The relationship between video games and education is something that has been studied extensively in academia. Based upon these studies a new concept was created, gamification. Gamification is the next step in video game research to analyze why video games enhance learning. The interest and research into this concept have developed so much so that it has become its own topic area for research. This study is looking to analyze the effect that gamification has on not only learning, but also self-efficacy. Through a choose your own adventure game, the knowledge and self-efficacy of participants will be examined to observe the differences when learning difficult engineering concepts with and without gamification. It is expected that participants that experienced training through gamification will demonstrate deeper learning and higher self-efficacy than trained through a video. Furthermore, it is anticipated that some video trained participants’ self-efficacy will increase; however, their comprehension will be less than participants trained through gamification. The results of this study can help promote the interest in researching gamification and education, while influencing educators to corporate gamification elements when designing their courses. Moreover, this study continued through adaptation and integration into a statics forces class, investigated if the same results can be found within a classroom setting.
Date Created
2020-05
Agent